Displacement Artifacts creating random offset??

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I'm experiencing a weird issue with my displacement. Rendering with Karma XPU, using MaterialX shaders. I have a displacement map applied to my model, and for some reason, when the displacement is enabled, it seems to be offsetting certain areas or creating seams where none existed. This first image is zoomed in on my displacement map when the displacement DISABLED. The second image shows the model when the displacement is ENABLED. I can't for the life of me figure out what is going on.
Does it have something to do with the displacement bounds? Or with the normals not being set properly? Or render settings? I'm not finding anything online addressing this issue.

I am also showing why my shading network looks like. I can post more images of parameters if anyone needs them.
I would so appreciate help with this! Thanks




Edited by dallinkjones - April 7, 2025 23:10:55

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My gut reaction is that you may have accidentally wired a color/vector3 value into Mtlx Displacement VOP's 'displacement' input, which turns it into vector displacement (and the discontinuity in tangent frame could lead to such artifact). If this is indeed the case you'd have to use Mtlx Separate VOP to split the color into floats, and wire one of the float values in instead.
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Ok, you were right that I had the displacement map set to color, so I switched it to float. But that didn't make a difference. What ended up making the difference was I had texture coordinates node plugged into the image. When I disconnected this, the displacement corrected itself. So thanks for leading me to find the solution!
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dallinkjones
e right that I had the displacement map set to color, so I switched it to float. But that didn't make a difference. What ended up making the difference was I had texture coordinates node plugged into the image. When I disconnected this, the displacement corrected itself. So thanks for leading me to find the solution!

that just raises more questions
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