I`m literally trying since I started doing things in Blender creating a simple displacement trough the displacement node, but just don´t get it work.
I applied all transforms, I cleaned the mesh, I subdivided manually and with the modifier, I am working in Blender experimental, set the displacement mode to displacement only and bump and displacement, scaled the z axis of my object to hell :D, but nothing´s working. My object is still same flat as in the beginning:
Ohhhh, stupid me!!! Is it subdivided? Is there a subsurf modifier to add geometry?
I would subdivide it like 9 times, then add a subdivision surface modifier, and leave it at simple.
If you turn on the Experimental features, then you can also use the Adaptive subdivision (Render properties - Feture set - Experimental, then in the subsurf modifier, you click adaptive )
yes i tried both without success. Those are the things I did:
applied all transforms, I cleaned the mesh, I subdivided manually and with the modifier, I am working in Blender experimental, set the displacement mode to displacement only and bump and displacement, scaled the z axis of my object to hell
Hi, the displacement does work, it is only that as I mentioned, the plane was not subdivided. Plus, I would use a plain, no need to create an actual object, like with height. The hight map will do it. So, as you do not add thickness to ground, you dont need it here either, so I just simply deleted the 4 bottom vertices, subdivided 9 times, set dicing to 1, and it does work. However the height map itself is not so delicate. For a texture like this, I think bump can be enough, but it is up to you, not sure about your system resources
oh man that was the problem, I just build exactly like AgentTuron described in this thread, but didn´t get it to work. This was literally the problem, Im dumb
Big thanks for your help Agent! I found the problem with the help of RSEhlers. I tried do create a displacement in the past, saw that it didn´t work as I wanted and deleted the object but never previewed in render mode .
Well, you either use subdivision on the mesh, and then use some catmull clark (or simple for some cases), and make the displacement work like that.
If you use the Adaptive version inside the subsurf modifier, then subdividing the mesh itself is not that important actually.
I usually go back and forth between these, because in heavly scenes Optix tend to crash, when using the Adaptive version, even if it provides a better result most of the times.
So as a final though on this, just try which version works the best for your actual scene, with regards to looks and resource usage