Smooth displaced mesh Whenever I use a Displace Modifier, it looks like it does no interpolation of my height map.



Green is how it should be, Red how it is. Notice how the mesh is dense. The texture I use as height-map is extremely smooth, it should produce a really nice mesh instead of this "aliasing effect".

I tried to set the number of vertices to the resolution of the height-map (Loop-cut x time on x-axis and y time on y-axis for a x*y height-map) but it produces the same strange mesh.

How can I get a good looking and precise displacement, independently of the mesh resolution ?

Solutions without the displacement modifier are accepted if they exist, but I must use the full resolution of my height-map as I must produce a precise work.

To clarify more what I'm looking for, here, nearly how it should looks like (not all the height-map points are used):


I made some further testing. Here a picture with 2 lines. Top left to down right is "anti-aliased" the other is not.



I tested it on a 512*512 vertices plane (510 Loop-cuts on x and 510 on y) Here is the result :

Strange enough, the line which is anti-aliased has more aliasing with the displacement modifier. Problem is, LIDAR datas are "antialiased" (data from real world, like a photo). Setting the colour space to linear improves the quality. In texture panel, a filter size above 2 creates nice but wrong geometry.
Since the displacement modifier uses textures, you can make use of texture sampling options which apply with the example you give.

In the texture's Image Sampling panel, make sure Interpolation is enabled, and increase the filter size (values between [1.5 ... 2.0] give quite smooth result, 3.0 and above are smooth but you loose definition).

You may also want to change the color-space of the image between linear/srgb.