I am struggling with the displacement mapping on a complex geometry.
As you can see in the screenshot there is this pulling of the texture to one point.
Can someone please show me the way how to get displacement texture evenly on this geometry?
That mainly depends on the mapping type you selected.
For this shape is hard to find a single simple mapping, maybe a rotate cube mapping it may hide the seam lines.
The best would be to use the UV Editor and “unwrap” the shape to control how it’s mapped.
My problem, however, is that the displacement mapping doesn’t seem to use my UV mapping results. So i always end up with the issue that the Displacment Map is pulling to one point on the geometry. Like this:
I’ve now tried it with your file, but the same problem is happening again. The mapping, which is referenced on Channel 1, looks exactly like it does in your image, but the Displacement (Channel 1) tool isn’t using it. And once again, it’s pulling the texture toward a single point. No matter what I do, the displacement result is always the same. Take a look here:
Displacement will use the render mesh of the object and with the topology here your mesh at any settings will always converge to those points. Your options are to remodel perhaps using QuadRemesh > to a SubD or use a bump map instead if you don’t need the actual displaced geometry for fabrication. I gave the model a simpler render mesh setting so it behaves quicker. Then, the file at the top of this post didn’t have custom UVs so I made them with these seams…
The bump follows the mapping and doesn’t subdivide the polygons in the render mesh like displacement will. So if you don’t need actual bump geometry, go that route.
If I were to remodel this, I’d use ExtractSrf > Join and then QuadRemesh like this…
Then I’d use Reflect and set the render mesh to the simplest before Unwrapping. SubD’s will subdivide each face and that’s what the render mesh is so setting it simpler in Properties is a great idea prior to Unwrap.
this blue entire section is nearly planar.
use a simpler patch layout - without a pole / center.
as @BrianJ wrote - those poles of a surface of revolution will allways have very dense mesh.
if it is visualisation-data only give a try to Rhino 9 / WIP new _patch command.
You are welcome. I know this is the Rhino forum, but Rhino’s tools and workflow for doing this iare just dumb, poorly designed, and even more poorly implemented. So for Rhino users to succeed, they need to know what they should NOT do in Rhino, and instead use a tool that’s actually good and makes their work easier.
I also forgot to mention that you can use Bumpmesh’s modern approach to displacement inside Rhino/Grasshopper (but to might require a bit more technical ability (knowing your way aroudn Grasshopper).