I’ve tried to post in “textures and lighting” but not solved the issue, then I try here:
I’ve encountered a strange behavior of the internal blender rendering engine in my tests.
I’ve a scene with a mesh (a tree), some spotlights and a ICOSphere simulating G.I. Of course I have a material also, and I’ve applied that to my Tree.
The material is a simple simulation of a tree bark, it include some textures, 2 of those textures are mapped to Displace my Tree, in order to render a sort of cracks in my surface.
The following images show the problem I’ve encountered. I’ve added an Edge to my rendering for an immediate spotting of the issue.
1 - When I render using the spots only as a source of lights and disabling Radiosity for my scene I obtain this result that’s what I’d expect from my displacement mapping:
The following image otherwise, shows the result of the rendering with Radiosity enabled and the disastrous effect that feature produces over my textures. As you can see the Radiosity render destroys every Displace Map I’d like to apply to my tree, turning the bark surface in a smooth one, pretty unrealistic:
I’ve tried some more tests with Radiosity and Displacement map on material all of these leading to the same issue.
What I have to do to get around the problem? Is that an issue of the Blender internal engine?