vijay_thirukonda wrote:divasoft wrote: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.
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.
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
divasoft wrote:Yes, i tried subdivision and result as you can see above.
RedShift make smooth disp without holes on same geometry, without needs to smooth the model. How many polys i need to produce to achieve this details in octane vertex disp? Billion? And if a have many different displaced models in scene? It's not right way, guys.
So, disp in octave in fundamentals still broken.
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