I've been trying to learn a bit more about micro-displacement in Blender, and I've run into a slight problem.
I have two images that are applied to a single plane, one of which I use as a displacement map, and another one that colors the plane. They are pictured below:
As you can see, they both have the same layout, just different shading.
The material for the plane is extremely simple: it consists of the colored texture being put into a Diffuse shader for the surface, and the bump map's texture being multiplied by 100 before being directly linked to the displacement output.
The plane itself simply is a grid with an adaptive subdivision modifier.
The final render, however, has a slight problem. Although the micro-displacement works great, the colored texture doesn't perfectly map onto the displaced mesh. Namely, at some parts, the texture is stretched, leaving an ugly gradient, like below:
Usually, I would solve this by adjusting the UV mapping, but the UV map does not seem to account for the microdisplacement.
Is there a way that I could fix these gradients, and make them colored all gray?
I apologize if I missed something you might need, this is my first time asking a question here.
Thanks in advance.