..i think what we see in your render is the same effect. I was actually refering to the "direction" of the triangulation ("left-bottom / top-right or right-bottom to top/left") not the normals.. but in the end it's the same thing, something is behaving strangely at the edge of different mesh densities
looks like the rhino mesher and maxwell displacement don't always agree.
it becomes more visible with sunlight or other hard light sources.
the only way which seems to solve the problem is using fix sized quads instead of triangles, but then you have to set the max edge length to the smallest detail you want to achieve; hence you get large meshes .. its ok at rendertime since displacement works better with high subdivisions, but it is not good while working in rhino....
your mesh is very dense allready, is there any apparant reason for the density to be so high where the stripe shows, like surface knots.. or is this due to t-splines meshing?
try to adjust object mesh properties to min
and max to the same value ~3 mm, uncheck/set to 0 everything else (not pack textures!) in the advanced mesh options. i think it should fix it.
btw. your material loos great .. super photorealism. forgot to mention
* i highly doubt that bump can get you the same "microshadow" qualities like the material you created there, but finding the "sweet spot" for the displacement setting should make it render at ok speed..