It sounded so simple to use displacement for a cube, but I found there were a lot of question about that. I would like to model a cube with imperfect edges. So I made a base model like this:
It had beveled edges:
I sculpted a hires cube and created imperfections along the edges and the faces:
I generated a displacement based on the simple cube. Of course it had to have UVs. I used the default UV layout:
The beveled corners looks like this in the UV editor:
I generated displacement map with the default Blender Render engine (v2.79). And it seemed OK.
I tried to subdivide the base geometry but it did not solve the issue.
How can I fix that problem?
What would be the ideal workflow for this (stressed cube) task?