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I want to create a procedural quilted pattern by using shader displacement.

I thought I had a good setup as seen on the left side in black and white. When looking at it in black and white it seems fine. But when displacing (especially with a color) you can see it seems pointy instead of a soft curve.

Could anybody maybe help me why the displacement looks sharp while the black and white texture seems smooth?

enter image description here

enter image description here

enter image description here

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It's a combination of color management and perception. Textures that are not smooth numerically (i.e., that lead to non-smooth displacements) may appear quite smooth when viewed as colors.

In your case, the Voronoi texture with F1/Minkowski distance outputs a decidedly non-smooth texture, with diagonal seams and sharp points at the maximums. A quick fix is to switch from "F1" to "Smooth F1" which reduces these sharp edges. Then, instead of using "Power" and "Brightness/Contrast" nodes which are hard to control, try mapping the Voronoi Distance into a reasonable range with a Map Range node and fine tuning the result with the Float Curve. You'll probably need to adjust the Displacement Scale as well. With a little fiddling, I came up with this modification to your network:

enter image description here

which looks like it's in the ballpark:

enter image description here

Here's the modified Blend file.

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  • $\begingroup$ Wow precisely what I needed! I can build on this for a lot more than only this texture in the future, also thanks for explaining the logic behind it, thank you! $\endgroup$ Commented Nov 11 at 10:35

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