Rhino Displacement Very Bad?

Hi,

I tried applying a simple checker displacement to a primitive box, but I am getting a very bad result. I expected clean extrusions.

Increasing quality seems to be very inefficient, as it subdivides the mesh a lot more but does not fix the zig zag issue on the faces.

This simple model is extremely heavy… and it does not even look right. A side from the face crenelation there is also glitches at the edges.

What I am doing wrong?

Hello - I guess the texture being black/white with no transitions is going to make that difficult to do cleanly . A slightly blurred checker will allow for some transition at the edges as is, vertices must either be up or down and they may not fall exactly on the checker edges.

-Pascal

Hi Pascal, any texture I try seems to be very bad, it is not unique to checker. Even high quality ones. Blender, a free software does a much better job at displacing…

Even Vray displacement for Rhino seems to be doing a better job:

This would be Rhino displacement:

Vray Displacement

Edit: Practically displacement in Rhino is unusable to me given its output quality and output mesh size (millions of polygons)

Hello - can you post that texture or send it to me? Seems like a good test case.

-Pascal

Sure, thanks for looking into it. Maybe you can get better results than me.

Rhino does a decent job with this map if the initial quality is set ‘extremely high’, which is tough to use. I also set the white point to .5 to keep the displacement from getting too tall.

In any case it may pay to use a displacement channel in a physically based material (V7) rather than Displacement, then Cycles does the work. You do need a pretty fine render mesh to make it look good but it is a lot faster than displacement.

-Pascal

Thanks for checking Pascal. I still have not made the jump to Rhino 7. The other problem is I need to apply the displacement to the geometry to export the model and pass it on to other people who will visualize it.

I was hoping to use displacement as a modelling tool rather than a rendering tool.

Yeah, you can do that but you’ll need to set the initial quality to Extremely High, I think, with a complex map like this, and wait for it to finish. I’d compress the range from 0-.5 as well - it is hard to make changes because it takes so long to regenerate at extremely high, but the results are not bad, I think. I have been testing in 7 , which is different (better than) than 6 I think in this area.

Also, might want to verify that Vray is actually displacing the underlying mesh as cleanly as they render it.

-Pascal