by evan.musin » Fri Jun 11, 2021 2:33 pm
evan.musin
Fri Jun 11, 2021 2:33 pm
MODO 15.0v3
OctaneRender Enterprise 2020.2.3 (10021500)
Windows 10 Pro for Workstations build 19041.1052
128GB of RAM
Nvidia GeForce RTX 2080 Ti
Nvidia Studio Driver 462.59
Hello! Got a couple questions,
1. Maybe I'm using it wrong, but I cannot get vertex maps to work correctly when using nested dielectrics. When it's unchecked the vertex maps work correctly. We work on a lot of bottles and I was trying to fake the liquid color by mixing separate colors mapped to the bottom and middle of the liquid using a greyscale vertex map and a mix material to get sort of a gradient effect. When nested dielectrics is checked, it only uses one of the colors being mixed, the other is ignored. When nested dielectrics is off the gradient shows up just fine. Any ideas?
2. Does anyone else have issues with displacements working correctly? Again, working a bottles a lot, we use a lot of displacement maps to create emboss effects on the outer thickness of glass. We were using displacement maps as 8bit TIFFs with 50% grey as the mid level (set to 0.5 in the texture displacement node) and then embossing or debossing with white and black respectfully. This did not work a good 95% of the time and would still move the mid-level polygons and create tons of render issues.
I saw a post from a while back that mentioned to try 32bit EXR files as displacements and try to make your UVs as large as possible in the tile. I've been doing this for the past month or so, but it still only works maybe 10% of the time, it's VERY hit or miss. Is there some proper technique I'm missing to get displacement embosses/debosses to work correctly? Maybe it's just MODO? I've never had luck with MODO displacements (not Octane) working either. It doesn't seem to matter if the background is 50% grey, it will still move the mid-level a bit anyway. What can I do to hold that mid-level value, it absolutely NEEDS to stay in the same spot to work with glass bottles as the glass thickness is so close together.
Also, why on earth does the size of the UVs that are in the 50% gray area of a displacement matter? Shouldn't 50% grey mean "don't move" no matter how big the UVs are in it? This has been tested in Cinema4D as well and works fine in that software.
Any help would be greatly appreciated! Thanks in advance