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I'm drastically displacing a mesh (with procedural textures) and due to the displacement being rather big and practically "vertical" there aren't enough polygons and it starts to look very stretched:

enter image description here

Is there a way to get more polygons for these vertical walls? I know that Vector Displacement allows to move polygons in all directions, so I guess I could use the polygons on the bottom of these wholes to "line the walls" but how would I achieve this?

(PS: I'm creating this for Nodevember, that's why it's all on a simple sphere. Obviously, if it was for anything else, I would simply model this shape)

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I don't think this is a polygon problem, you are just stretching the texture so much it just has nothing to put on this side of the brick, it has no information. It's just not possible to do this this way, you have to model it and texture it manually

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  • $\begingroup$ I'd agree with you, but after seeing what some people did for Nodevember I am certain that it is possible to solve this properly... $\endgroup$ – enyo Nov 22 '19 at 12:34

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