Problem getting displacement to work on certain surfaces.
jd641
Posts: 462
in The Commons
I'm trying something with the https://www.daz3d.com/strange-and-unusual-iray-shaders set and for the life of me I can't figure out why on certain objects/surfaces it doesn't work but on other's it's just fine.
I apply the shader to a curtain from this set: https://www.daz3d.com/dforce-studio-drapery and while the shader applies and everything looks ok in the surfaces tab I can't get the displacement to work.
I applied it to a random glass bowl prop and it works just fine.
I thought it might be a SubD issue but the drapery is already set for SubD, so I dunno what I'm doing wrong.

Comments
I think its to do with the SubD displacement level in the surfaces tab having been left at 0. I think I did report a problem when the shaders were released but....
I noticed that the default value is 0, which is kinda strange but even if I change it on the curtains it won't add the details I get with the bowl prop in the last two images. The emmisive's work just fine.
It has to do with the density of the mesh as well
I can definintely see that as being an issue and that would also explain why other shaders like a fuzzy carpet shader wouldn't work on a simple plane. Is there a way in Studio to add to the mesh so the shaders can work properly?
If the surface has an active (value > 0) displacement map there should be a slider giving a SubD setting for this surafce only. Crank that up and better results should occur (not sure if the entire object needs convertign to SubD first)
If density of the mesh is reasonable then sub d at zero is fine, and may even be less of a hit to performance than when increasing it.
Sub D as the full name suggests (sub-divide), divides pre-existing mesh; it needs some to work with.
DS will override a single division that pushes the mesh too high, though I'm not sure if goes by number of divisions or by absolute number of polygons. It won't, as far as I know, take account of other meshes in the scene when making that choice - and it may, as nicstt says, allow an unnecessarily hight level even then, with a negative impact on performance (and on getting the scene into the GPU).