using vertex displacement types will helpatoyuser1 wrote:thanks. Is there a way to avoid tiling in displacement ?
Texture mapping a sphere seamlessly
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Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
thanks again, so I have been reading through the docs http://www.aoktar.com/octane/OCTANE%20H ... ement.htmlaoktar wrote:using vertex displacement types will helpatoyuser1 wrote:thanks. Is there a way to avoid tiling in displacement ?
And after playing around with subdivisions, this is how far I've got: changing map type to height helps a little, but there's still that warped mapping problem at the top: Should I be looking at the tri-planner?
Thanks Beppe, I read through all that. I converted my sphere type to icosehedron, so all the segments are more evenly distributed.bepeg4d wrote:Hi atoyuser1,
please have a look at here:
viewtopic.php?f=9&t=74889#p383632
ciao Beppe
It gives me a bald patch on one side: Same with rounded cube: I tried switching from object to tangent which sends it all in one direction. Am I missing something obvious?: On another note: To get higher detail, is it best to use the Subdivision level in displacement, or up the segments on the primitive? I set Subdivision to 8 and C4D froze.
Many thanks
Hi,
if you use a procedural texture in Vector mode, it will follow a vector direction.
If you apply a procedural texture in Height mode, it will follow the normal directions of the object, but you also need to change the Noise space from UV to Texture or Object, to apply it in 3D space: About subdivisions, it doesn’t metter if you apply them from Vector Displacement node or from Octane Object tag, but avoid to subdivide the mesh too much.
You can switch to Wireframe view mode, to check the density of the subdivision: ciao Beppe
if you use a procedural texture in Vector mode, it will follow a vector direction.
If you apply a procedural texture in Height mode, it will follow the normal directions of the object, but you also need to change the Noise space from UV to Texture or Object, to apply it in 3D space: About subdivisions, it doesn’t metter if you apply them from Vector Displacement node or from Octane Object tag, but avoid to subdivide the mesh too much.
You can switch to Wireframe view mode, to check the density of the subdivision: ciao Beppe
Just in case you're not using it, don't overlook the "auto bump map" option in the displacement node. It can make a HUGE difference.atoyuser1 wrote:Sorry for my late reply. Yes, setting it to Height works, thanks!
it takes quote a bit of processor to get a sharp texture using this method, but at least it's seamless
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I did yes, thanks. Even with that, it seems the only way to get detailed results is to up the segments - The grey sphere on the left is a bitmap displacement, the blue one is vertex :frankmci wrote:Just in case you're not using it, don't overlook the "auto bump map" option in the displacement node. It can make a HUGE difference.atoyuser1 wrote:Sorry for my late reply. Yes, setting it to Height works, thanks!
it takes quote a bit of processor to get a sharp texture using this method, but at least it's seamless