Hi there, i am having lot of issue with height representation in the 3d view, it's not the same as others even if i put the exact same settings and resolution, i have tried everything like playing with scale factor, height node settings and normal node settings.
I use a simple shape node with tile pyramid
My specs, intel I7 2600k, 16 gb ram nvidia geforce RTX 2060 with driver : 451.48
Here picture to describe the issue better, the height shape differ on many pyramid and i cannot get a clean pyramidal shape they are all curvy as you can see.
Here the height node :
Here my nodes setup
Replies
a couple of things that might help
I don't think the pbr base material uses the full height range by default (i think it compresses to 0.5) - increasing height scale in shader to compensate will lose precision
if you're tessellating use the high-resolution plane and increase tessellation factor in the material settings
wirrex - if you have the same number of tiles and the same number of pixels in your output then the resolution of the shape is the same - the final bitmap is what gets sent to the shader. i think you're getting a better result because of the factors above and the blur
it looks like there's actually a curve to the gradient - couldn't see that when it was wobbly.
Try switching to the software engine and see if it goes away - if that fixes it we know its something to do with the hardware engine
I have already tried switching engine with same result, i am going nut over this since i didn't have this problem a few weeks ago and it start when i download and install the latest substance designer version for trial.