Please rollback the Displacement node back to old version

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J.C
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Displacement is a global issue in Octane engine and has nothing to do with Blender plugin.
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protovu
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Hi ITISLTW,

Can you tell me, is Displacement available at all? I can't get it to do anything in Blender Octane. Works great in Carrara Octane.

If it is available, please show an image of a working nodes config.

Thank you,
Rick
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ChrisH
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Hi provotovu

Displacement works fine with Blender Octane, using the same node setup that ITISLTW shows in the post (or as I am in the attached image).
Can you show your node setup that you have a problem with!?
Attachments
OctaneBlender_Displace.png
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linograndiotoy
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Hi,

that's a tileable texture I exported from World Creator 2 and render in Octane for Blender.

No issues on the borders.
Capture.PNG
Tiling works fine:
Capture.PNG
J.C
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linograndiotoy wrote:Hi,

that's a tileable texture I exported from World Creator 2 and render in Octane for Blender.

No issues on the borders.
Capture.PNG
Tiling works fine:
Capture.PNG
Hi Lino. Can you share the scene for a test? I always have the outer edge issue unless I scale UV map a bit down.
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J.C
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Here is an example with height map from world machine:
displacement edges.png
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ChrisH
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I tested and I'm having the same problems.
It almost looks like Displacement expands the UV slightly. Setting the scale of the texture to 1.005 gets rid of the weird borders.

It's also notable that the Displacement seems to ignore the Border modes, and only uses "Wrap Around". If you could set it to Mirror it could work (not removing the problem, but the symptom..).
OctaneBlender_Displacement.png
The left one is "normal" (Scale 1.0 etc) Displacement, showing problematic borders. The right one shows the same texture, scaled down to 0.8, with Border Mode set to "Black Color" (for visualization), so the black areas should be flat (and lower than the rest), which they aren't.


BTW, I exported it to an ORBX an tested in SA, and with the same issues..

(2018.1 RC6 / v17.5 [also tested in 2019.1 XB1 Standalone])
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grimm
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I just did a quick test with 16.3.3 and didn't have any issues. These are the steps I followed:

1 - created a plane
2 - went to top view (7)
3 - UV unwrapped with project from view
4 - Pack islands (to make sure that the UVs exactly match the image)
5 - Added an array modifier to test tiling
6 - Set up the nodes and rendered in the preview (I set the displacement texture size to 4096x4096)
displacementtest.png
I'm thinking that either your UVs are not exactly on the image borders or there are some artifacts in your displacement images?
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ChrisH
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grimm wrote:I just did a quick test with 16.3.3 and didn't have any issues. These are the steps I followed:

1 - created a plane
2 - went to top view (7)
3 - UV unwrapped with project from view
4 - Pack islands (to make sure that the UVs exactly match the image)
5 - Added an array modifier to test tiling
6 - Set up the nodes and rendered in the preview (I set the displacement texture size to 4096x4096)

I'm thinking that either your UVs are not exactly on the image borders or there are some artifacts in your displacement images?
So, I'm 99.9999% sure that the borders of the UV are right on the edge (Doing a simple UV unwrap of a single face plane will do that, as will Project from View (Bounds) do). I even tried UV unwrapping the way you described*, but with the same result.
I can also look at the edge of the plane with just the texture in the diffuse channel (no Displacement) and see that the texture fits perfectly (no weird lines etc).

What I think differs from our test (to yours) is that you used a tileable texture (right!?). Tileable textures is not a problem, since the repeated edge ([0,0] to [0,1]) matches perfectly to the "last edge" ([1,0] to [1,1]), and thus if it goes a pixel or so over, it makes no difference.
If the texture isn't tileable (like from the World map generator) the issues appears (since the edges doesn't match).

As seen in my screenshots, there's bleed over if there's no displacement (and UVs are right on the image edge [or 1px inset]). I used those colors (via a Gradient node, the OG texture is greyscale, loaded into a float image texture) to add some contrast (so we can see if there's some "bleed").
Octane_Displacement_7edt.png
(*Your approach actually made the UV edges like 1px inset from the actual image border)


(ETA: I've added my test .blend, plus a screenshot of the UV scaled slightly bigger than the image)
Attachments
Octane_DispTest.blend
(23.27 MiB) Downloaded 258 times
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grimm
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Do you have the blur filter turned on? I can see some of these artifacts when I turn it on, but looks good when turned off.
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