How to get non blurry micro discplacement?

I want to do a upclose render of a ground floor, but it always looks blurry with micro displacement.

I’ve used 8k textures, 15 million poly mesh, nothing. Always blurry.

You can export very high resolutions if you’re creating your own files. But from the internet you will only get poor quality ones, that’s why most of them are free. Bit depth matters, you’re probably using 8/16-bit jpg/png files. Exporting 32-bit exr data will improve a lot. You can use Mari Non-commercial to create 4K textures for free if you’re interested. Can also be done in Blender but I suggest a specialized software. Substance Player can export high quality from Adobe Substance 3D Assets SBSAR and SBS files, you can even tweak them.

There’s also known limitations from Cycles design goals:

“We do not intend to make a Renderman / micropolygon render engine, but we do think handling large amounts of geometry for smooth surfaces, displacement and hair is important. However we also think that rendering algorithms based on long preprocessing and baking, which are often used in such Renderman engines, are not sufficiently interactive and user friendly for most users.”

Yet a procedurally generated bump can generate good quality micro displacement.

Example using Quixel freebie:

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It’s not always about the quality of the textures, but the amount of supersampling that are sharpened when scaling down to desired resolution. Even at 100k samples and no denoiser, the pixel filter will do some undesired smoothing. At the same time, you don’t want to mess with the pixel filter, but instead render out at minimum double the resolution; sharpen for input, downscale with sharpen, then sharpen for output.

I can’t read what the numbers mean, but I assume you’ve tried to reduce the dicing scale? But… Do it in gentle steps unless you intend to blow up your computer.