Height [displacement] map - how to prevent it from being faceted?

I have created 32-bit height map in Blender using geometry position method - but it gives faceted result as if it did not take into account smoothing of normals. And in this case it loses to normal map - but: in Substance Painter one cannot create masks from normal maps since these are colored and not grayscale as height maps. So I prefer to use height map - e.g. rivets on fuselage.

Any solutions to this ‘faceting’ problem?


normals etc.blend (1.5 MB)
height main 32 bit HDR_no alpha zipped.exr (1.0 MB)

Change your color space to “Non-Color”

That is not the case bcs faceting is not posterizing.


height map test.blend (1013.4 KB)

Mb it’s subdivision simple the problem. nope.

Hi
seems to be interactions between subdivision and displacement.
With the displace modifier at 8 of subdivision result is different than displacement node…
But at 11 it’s the same.