Any idea on why an displacement map on this geometry is not showing. The geometry to the left is displacement using the modifier in properites. That works fine
The one to the right is using an resampled texture of the basetexture as part of the material. Here I am having trouble to see the actual change to the surface this makes. Not sure why this doesn’t display while the first option using the properties:displacement works/shows
For displacement to work on objects through materials the objects need to have dense geometry. You need to add a custom render mesh essentially. Since the object you have as an extrusion the custom render mesh doesn’t work, you have to convert it first using _ToNurbs. Then you can add a custom mesh with settings that give you a dense enough geometry.
Note that this type of displacement doesn’t work great for boxes or geometry where faces are on such an angle that displaced geometry would push through that of the other face(s).
Also, meshes for hard edges are not welded - that leads to gaps in the displaced results.
Your 3dm file didn’t have the textures embedded so I used an fBM noise texture to show the results after doing the above steps.
Command: PolygonCount
There are 2,359,674 quadrilateral polygons and 19,030 triangular polygons in this selection
There would be 4,738,378 total triangular polygons in this selection after forced triangulation
Thanks for the reply and the explaination! But I am still not getting any result if I set the custom mesh to the values that you suggested. I the minimum edge length 0.00 or am I missing a digit?
Maybe am better off extracting the surface and using an displacement on the surface.
I watched this rhino tutorial https://www.youtube.com/watch?v=5CVBMFh0NXI&t=690s and nothing was said about the mesh density. This is regarding the visibility not the actual mesh of the surface right?
Did you convert your extrusion with _ToNurbs? Extrusions don’t play nice with custom meshes.
The displacement shown at the timestamp is with the displacement modifier. That will create automatically more geometry. That is different from doing displacement with a Physically Based material. The displacement modifier will actually create the geometry that you can further use. Using Physically Based material the displacement only happens visually - the geometry is moved around only during the rendering to screen.