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Pinching after displacement

AlexandrDm
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AlexandrDm polycounter lvl 3
Hello! I want to make cobblestone floors for my project, and to achieve a more detailed look, I thought to displace it. However, the base of the stones is pinched after the displacement. The map is done in the designer. Hope you can help me figure out the problem. 

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  • Fabi_G
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    Fabi_G godlike master sticky
    Hi! I think it would help if you marked the area you're are talking about. The most prominent feature I see is stepping along the edges due to the resolution and grid topology of the mesh that's being displaced.

    Suppose you could work against the stepping by adjusting your content to have a bit more rounded-off stones (leading to a wider gradient), perhaps some irregularities so it's more forgiving. I recommend looking for similar assets and dissect how they're made.

    Assuming this is the issue, I would also ask myself if the environment going to be looked at from that distance/ angle. I think if looked at close-up lots of real-time environments it will start breaking.

    The approach to take also depends on what you are aiming to create. Another, low-tech option would be having a couple of floor modules to place around, those can be as detailed as you like. Further breakup/ variance can be added through detail meshes and the shader. 

    Only reason to use not pre-baked displacement I can think off at the moment would be the blending of different surfaces.
  • Eric Chadwick
    Yeah I would suggest just modeling those cobblestones in the traditional way. Here's a tutorial for the same kind of idea: 
    http://wiki.polycount.com/wiki/TilingRockWallBeyer

  • AlexandrDm
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    AlexandrDm polycounter lvl 3
    Thanks for your replies! For my current personal project, I set the goal to explore nanite workflows. So, I watched Serghei Panin's video on nanite displacement and decided to use it on the walls and floors. As Fabi_G suggested, I evened out the height map a little, and it fixed the problem. However, now the floor tiles don't match because of displacement. I guess simple plains don't work in this scenario.   
  • Eric Chadwick
    Are the textures seamless? You can use the Offset filter in Photoshop (or Photopea) to check.
  • poopipe
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    poopipe grand marshal polycounter
    The texture tiles "mostly" ok by the look of it (i checked in designer) 
    there's a couple of areas where I'd expect to see some sort of spike but nothing that would cause the sort of gap seen in the last image assuming a 1:1 ratio of faces:pixels - unless one of the meshes was rotated relative to the others. 

    I'd put this down to there being less geometry than pixels or a really bad method used for displacement. 

    bigger gaps between tiles at the edge of the texture would probably help 

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