If the viewport and F12 render look differently in this regard, likely is a bug. What might make a difference is the settings for the subdivision rates for Preview and Render in the Geometry tab. Maybe you can set these to the same value and check again, (if not done so already).
Something changed. Note how the displacement input socket is now blue. It now supports vector displacement. Try using the Vector/Displacement node, which has grey inputs that accept you float/color input.
I was checking the nodes in 2.79 nightly build, can’t fire up 2.80 right now. Node names may be different.
It looks like a bug where grey input considered as first channel in vector displacement (or maybe you need to convert grey input via some new node before feeding it to displacement output).
Ah, right. The problem is probably that he was using a color value for input. If it were a scalar value, 2.8 should automatically insert a Vertex Displacement node.
Thanks for the help. The vector displacement node seems to do the trick. It is not the same but with some tweaks here and there could be. Thank you all.
Thanks a lot. I would like to do the glowing crack on my material surface, when I follow the tutorial, the multiply node do not show the same result in the tutorial. As you can see, it end up become the way it looks in the preview.
Displacement, bump or both options are in Material tab, Settings, Surface, etc
Remember that for Displacement what Blender Manual says: It requires the mesh to be finely subdivided
I would like to create something similar to these, but the cracks doesnt show the depth . and i would like to add in glowing effect in the cracks.
Thanks for reply !!
For no particular reason just used it because last time I used it, it worked.
Now that you have mentioned it, I’ve compared those 2 nodes and realized that Vector Displacement Node when the light source is hitting the object inverts the displacement and Displacement Node doesn’t do that.
So, in this case, it would be better to use the Displacement Node.
You change to Cycles “Rendered” view. The first is Bump Only, the second Displacement Only and the third both (as you can see in Material tab). In each of them you play decreasing the levels of subdivisions in Subdivision Surf Modifier to see what happens, while you are in Rendered view.
Also as Cycles experimental feature, you have Adaptive Subdivision: https://docs.blender.org/manual/en/latest/render/cycles/settings/objects/adaptive_subsurf.html