This is a known limitation of the texture displacement. Could you please try our new vertex displacement. Please remember You will have to subdivide the geometry as well. Thanks!divasoft wrote:Hi all. I recorded a short video with displacement issue, please watch this https://drive.google.com/open?id=1Zc_ba ... cAOvkikCam
I'm not sure that this works correctly.
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Thanks for your answer.vijay_thirukonda wrote:This is a known limitation of the texture displacement. Could you please try our new vertex displacement. Please remember You will have to subdivide the geometry as well. Thanks!divasoft wrote:Hi all. I recorded a short video with displacement issue, please watch this https://drive.google.com/open?id=1Zc_ba ... cAOvkikCam
I'm not sure that this works correctly.
Another try. I use bokeh texture and get this result. Can you tell me how to use it right?
And guys, i can see that you have not still to fix shattered displacement issue... so many years have passed. I hoped so...vijay_thirukonda wrote:This is a known limitation of the texture displacement. Could you please try our new vertex displacement. Please remember You will have to subdivide the geometry as well. Thanks!divasoft wrote:Hi all. I recorded a short video with displacement issue, please watch this https://drive.google.com/open?id=1Zc_ba ... cAOvkikCam
I'm not sure that this works correctly.
As Vijay said, please try to use new Vertex displacement node. Not texture displacement.divasoft wrote:And guys, i can see that you have not still to fix shattered displacement issue... so many years have passed. I hoped so...vijay_thirukonda wrote:This is a known limitation of the texture displacement. Could you please try our new vertex displacement. Please remember You will have to subdivide the geometry as well. Thanks!divasoft wrote:Hi all. I recorded a short video with displacement issue, please watch this https://drive.google.com/open?id=1Zc_ba ... cAOvkikCam
I'm not sure that this works correctly.
If you did, please send us the scene, because we can't reproduce this kind of tearing with the new vertex displacement system.
What then is the meaning of the texture disp? I need to make an incredibly large level of smoothing of the model with vector displacement to achieve detail. With so many polygons, Cinema will simply refuse to work. The displacement should not work this way. In vray, redshift, corona, it works as it is usually expected, and not as yours.haze wrote: As Vijay said, please try to use new Vertex displacement node. Not texture displacement.
If you did, please send us the scene, because we can't reproduce this kind of tearing with the new vertex displacement system.
In Redshift, I can create a plane from one polygon to get an displace with good detail without shattered holes.
The meaning of the disp is that with a small number of polygons to achieve great detail surface. What you propose to do is contrary to the meaning of the disp using.
Vertext disp I could always do without octane, the standard displace modifier in Cinema.
divasoft wrote:What then is the meaning of the texture disp? I need to make an incredibly large level of smoothing of the model with vector displacement to achieve detail. With so many polygons, Cinema will simply refuse to work. The displacement should not work this way. In vray, redshift, corona, it works as it is usually expected, and not as yours.haze wrote: As Vijay said, please try to use new Vertex displacement node. Not texture displacement.
If you did, please send us the scene, because we can't reproduce this kind of tearing with the new vertex displacement system.
In Redshift, I can create a plane from one polygon to get an displace with good detail without shattered holes.
The meaning of the disp is that with a small number of polygons to achieve great detail surface. What you propose to do is contrary to the meaning of the disp using.
Did you try our inbuilt subdivision?. Regarding spike please make sure image is smooth. I'm planning to add min and max height settings to deal with these spikes. I haven't seen any holes until the geometry itself is broken, could you please send me the scene.
And at last, I'm sure in Redshift also you should subdivide/tessellate the geometry before doing displacements.
Also, I'm adding auto bump mapping option to vertex displacement node like other renderers to get fine details in a lower subdivision/tessellate settings
Thank you! That Texture node availability in the vertex mixer was part of my issue, I was trying to put it in there.vijay_thirukonda wrote:
The first thing you cannot mix a vertex displacement with a texture(pixel) displacement at least at this point. The displacement mixer works only on vertex displacement nodes. The Texture displacement works on the pixel level on the run time so it can work even with the simple 1x1 plane but has some limitations because of no information about the adjacent polygons on run time. on the other hand, the vertex displacement is applied to the vertices of the geometry on compile time so it requires more vertices to get the same details, you either have to provide high-resolution geometry or subdivide the geometry to an acceptable level. In theory, it is possible to get the output of vertex displacement same as texture displacement, but practically not easy, because you need a ridiculously high-resolution model to get the same output and also how both are implemented.
The second thing, subdividing, actually can do a better job than Texture Displacement does look-wise. Thank you for showing us we now have that option here for these cases.
I have to say, I would be interested to see what you would make of the Divasoft type of scene, kind of mathematic I probably will run into as well where you'd want to have the efficiency of Texture Displacement vs subdividing into high polygons. We are always seeking to be resource-savvy.
Maybe give us a super duper dual-layer ray-epsilon that can hide it

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- rohandalvi
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- Joined: Tue Apr 20, 2010 7:39 am
Every render engine does render time subdivision to generate displacement. Either it's standard subdivision or micro polygon per pixel subdivision. But they all subdivide. That's how displacement works.
Arnold, redshift, mantra, vray, they all subdivide the geometry at render time.
Arnold, redshift, mantra, vray, they all subdivide the geometry at render time.
Wait, does Octane Render have this same auto-sub division too? Or like, as in if it were added, it could fix such issues from ever coming to be?rohandalvi wrote:Every render engine does render time subdivision to generate displacement. Either it's standard subdivision or micro polygon per pixel subdivision. But they all subdivide. That's how displacement works.
Arnold, redshift, mantra, vray, they all subdivide the geometry at render time.
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Just so that discussion does not get entirely displaced...
Anime Kernel - still coming?
Anime Kernel - still coming?

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