I'm trying to understand, when you're adding small low level displacement to an object, for material purposes, why in some scenarios, it will expose the faces of the object? I've had this a couple times when working with a PF and dispalcement in default shader, and I can't seem to remedy it without just creating a new PF and starting from scratch.
I was hoping to understand what causes it better so I can avoid it. I was theorizing that somehow the displacement is pushed "lower" than the geometry of the object, thus contouring the faces and vertices?
Edit: Low and behold, it may be so hard to figure out because somehow it's the colour diffuse PFs effecting the objects geometry, not displacement (Default Shader). What? Now, I'm even further lost in confusion.
Ehh, so it seems to be caused by masking the surface layer used to mask some of the reflection. Without masking it is fine. If I mask the reflection it shows the faces of the object (or just broken up reflection).
I tried upping ray detail multiplier, and reflection quality but doesn't effect it. I also thought maybe the PF was too soft and there were artifacts, so I made it as rough as a default PF and that didn't help either. So not sure. Is this just a issue with masking reflections?