I assume I’m right in thinking I’m getting jagged results from my displacement map due to a lack of geometry for Blender to displace?
I have a Subdivision modifier applied:
![image](https://blenderartists.org/uploads/default/original/4X/c/d/b/cdb716c977113521c9c1e21163fe982697848b92.png)
…so there are plenty of polys:
…but to get good results (especially in the diagonal bits) I’d obviously need a LOT more polys than that for a smooth result, and I’m worried that if I do that to all the walls of my model, my renders would slow to a crawl. Is there some better method I should employ to eliminate those jagged polys? (I’m trying to avoid actually modelling every beam…maybe I should just accept the potentially slower render times and rejoice in the amount of modelling time I’ve saved! A Render Subdivision setting of 7 gives me an acceptable result - I’ll obviously keep the viewport subdivs lower).