So I’m trying to apply a brick texture to a wall, and use microdisplacement with adaptive subdivision to give it that finished look. I did a test with a plane and a few point lamps just to see if I could do it, and it came out looking great:
I gave it a few subdivisions, added the subsurf modifier, set it to “simple”, and made sure my dicing scale for the viewport was set to “1.00 px”.
When I applied the same process to the actual scene I’m working on, the results were definitely less than stellar:
And here’s my node setup:
I get that the lighting is different than in my test, but that notwithstanding, the brick itself just looks terrible. I am suspecting a few things, but I just don’t know for sure:
- For one thing, the actual scale of the object in my scene is smaller than the object in my test, so I’m wondering if that’s introducing some weirdness.
- My mesh is more complex than just a simple plane, so I’m wondering if that’s affecting the end result (screen shot below)
- I used “Smart UV Project” to unwrap the mesh, which again, I’m not sure if that could cause problems or not
If anyone has encountered a similar issue, or has any ideas of what I could try to adjust, I’d love to get this looking right. Thanks!
Screenshot of above-mentioned mesh: