Blender 2.8 vs 2.79 Displacement Inconsistencies #57784

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opened 2018-11-12 05:07:00 +01:00 by Cooly568 · 7 comments

System Information
Windows 10 64 Bit
Ryzen 7 1700
Geforce GTX 1070
16GB RAM

Blender Version
Broken: (2.8 2c2c996a1b (2.80.30))
Worked: 2.79b

In Blender 2.8, a displacement shader I had used in the past to simulate light fur on characters works differently. This might be because of my misunderstanding of the updates to displacement, but I will describe it nonetheless.

good.PNG
fur.png

This is the displacement node setup with a generic Principled BSDF rendered out. It creates a slight amount of bumpiness on the surface that lightly emulates fur with a low performance and setup cost.

offset.PNG

In Blender 2.8 however, the exact same setup (the bright/contrast node goes into the displacement output) causes the object to become offset, while also not doing anything to the surface.

offset.PNG
fek.PNG

I read that I'd have to add a new displacement node between the texture itself and the displacement node, and while doing this fixed the offset, it didn't do anything to the texture of the mesh. It just lightly deformed parts of it. Upping settings just did that more.

nep.PNG

I tried attempting to use a normal map into the Principled BSDF to make a similar effect, but a normal map approach looks far different than the original.

no.PNG

I understand this may due to changes within how displacement functions, and if so, I'd love to learn the changes, although I expect that to be covered more in 2.8.

**System Information** Windows 10 64 Bit Ryzen 7 1700 Geforce GTX 1070 16GB RAM **Blender Version** Broken: (2.8 2c2c996a1b2 (2.80.30)) Worked: 2.79b In Blender 2.8, a displacement shader I had used in the past to simulate light fur on characters works differently. This might be because of my misunderstanding of the updates to displacement, but I will describe it nonetheless. ![good.PNG](https://archive.blender.org/developer/F5505623/good.PNG) ![fur.png](https://archive.blender.org/developer/F5505607/fur.png) This is the displacement node setup with a generic Principled BSDF rendered out. It creates a slight amount of bumpiness on the surface that lightly emulates fur with a low performance and setup cost. ![offset.PNG](https://archive.blender.org/developer/F5505631/offset.PNG) In Blender 2.8 however, the exact same setup (the bright/contrast node goes into the displacement output) causes the object to become offset, while also not doing anything to the surface. ![offset.PNG](https://archive.blender.org/developer/F5505649/offset.PNG) ![fek.PNG](https://archive.blender.org/developer/F5505652/fek.PNG) I read that I'd have to add a new displacement node between the texture itself and the displacement node, and while doing this fixed the offset, it didn't do anything to the texture of the mesh. It just lightly deformed parts of it. Upping settings just did that more. ![nep.PNG](https://archive.blender.org/developer/F5505682/nep.PNG) I tried attempting to use a normal map into the Principled BSDF to make a similar effect, but a normal map approach looks far different than the original. ![no.PNG](https://archive.blender.org/developer/F5505689/no.PNG) I understand this may due to changes within how displacement functions, and if so, I'd love to learn the changes, although I expect that to be covered more in 2.8.
Author

Added subscriber: @Cooly568

Added subscriber: @Cooly568

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2018-11-12 11:48:31 +01:00

By default Cycles now does actual displacement of the surface, rather than bump mapping. For this you need enough geometry subdivision to see the details.

You can change it to use bump mapping as before in the material properties > settings panel > displacement method. When opening the 2.79 file in 2.80 the material is automatically converted to use this and insert the displacement node.

By default Cycles now does actual displacement of the surface, rather than bump mapping. For this you need enough geometry subdivision to see the details. You can change it to use bump mapping as before in the material properties > settings panel > displacement method. When opening the 2.79 file in 2.80 the material is automatically converted to use this and insert the displacement node.
Author

Ahhh I see it's a setting on the material properties, understood, thanks for clearing that up!

Ahhh I see it's a setting on the material properties, understood, thanks for clearing that up!

Added subscriber: @fulviobosco

Added subscriber: @fulviobosco

I have the same issue but i don't undertsand the solution

In #57784#552811, @Cooly568 wrote:
Ahhh I see it's a setting on the material properties, understood, thanks for clearing that up!

Hi Cooly, I have the same issue but i don't undertsand the solution, can you help? Is not a bug the offset of the object then?

I have the same issue but i don't undertsand the solution > In #57784#552811, @Cooly568 wrote: > Ahhh I see it's a setting on the material properties, understood, thanks for clearing that up! Hi Cooly, I have the same issue but i don't undertsand the solution, can you help? Is not a bug the offset of the object then?
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Reference: blender/blender#57784
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