Jagged results from displacement map

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
…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).

Have you tried adaptive subdivisions? I think this may help.

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Oooh that did the job, thank you! I’ve not dared venture into the world of “experimental” Cycles features before now!

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