Displacement settings in Materials turn material black I've been trying to fix this forever and I dunno what to do anymore,
I have a plane (over 100k subdivisions)
I set cycles render to experimental (every tut tells me to do so)
now I read that in order for displacement to work you have to change the displacement type in materials settings from bump to displacement and bump (thanks for the default settings which disable functionality?!). I saw that in Blender guru's tutorial.
But when I do that, the Material turns black, I can only use bump only in material settings.
BLENDER FILE: Blend file - displacement bug
All i basically want to do is to displace my ground material i downloaded from quixel megascans.
Every image I see of the quixel megascans looks photoreal, but when i export via bridge they never displace and are flat. So i always have to find a way to displace them, when i do with the displacement modifier it only displaces one the texture i load in, i want to use a bigger plane and use the texture multiple times (using blender gurus poliigon addon).
Does anybody know a good tutorial for ground material + displacement ? I am 100% sure there's gona be a silly problem anyways, so far there wasn't even one tutorial where i could just follow along without any functionality, interface, location, glitch or bug issue.. This is by far the most tiring software i learned (and still learning) hands down. But I won't give up! Sorry just had to let some steam out...
Appreciate your help!
Luckily this is a easy one, the only problem was your Displacement node having the wrong values. I downloaded your file and saw that you set the scale on your displacement to something around 47 which is really big, this value controls the overall scale the displacement has meaning a higher value makes the displacement stand out or drop down more.
The middle value called &quot;Midlevel&quot; was set to 5 in your file, but it should be around 0.5 in most cases as it marks the height of the overall displacement (the Midlevel specifically controls what height the colour on your height map right in the middle between black and white would be at, in short its the height of the entire displacement.) Due to it being at 5 in your example, the whole texture got sent up into the air so you couldnt see it anymore, therefore making the object appear invisible because you could only see the orange outline which doesnt go up with the rest of the texture.
Lastly, the displacement texture you're using is almost completely black meaning the texture gets sent down anyways as black indicates a drop in the displacement and white tells it to go up.
I would reccomend you to play around with the displacement node in a test file and learn how the different values work so you can set them up correctly in the future, as well as making your texture artificially brighter so it ideally spans the whole range between black and white, either in a image editing program like Photoshop or using nodes in Blender.
I hope this helps, if it doesn't make sure to comment here again so I can help you further :)