Forums: Displacement
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1. That the issue has not already been disclosed
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All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)


Postby Exaco » Thu Dec 07, 2017 11:08 pm

Exaco Thu Dec 07, 2017 11:08 pm
Who was that genius who made displacement for Octane? Max limit - 8K, rly?
Also why the fuck it's set like 0.001 by default instead of 1.0, its so fkn annoying to put values like 0.0000001 also needs to switch back everytime to 0.001 to get it to refresh and then go back to like 0.000012 etc.
Also no matter what texture i put how big and detailed it is the displacement result is always trash, please fix.

I would suggest to remove the texture res option or add override to something that makes displacement based on how big/detailed the map is.
And if possible switch the value of strenght to like 1.0 default atleast that would have same result as 0.001.
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Re: Displacement

Postby paride4331 » Mon Dec 11, 2017 10:17 am

paride4331 Mon Dec 11, 2017 10:17 am
Hi Exaco,
a single texture map 16k 32bit is 2,86GB.
Using 4 or 5 16k 32bit and 8 bit, you will have a shader with about 5 GB; with two shader you have filled all 1080TI VRam.
Not to mention the fact displacement geometry is voxelized.
I would rather use 16k textures only where needed, in details for close-ups.
About heigh, 0,01 is equivalent to 1 cm and 1 = 1 mt
so I can not figure out when to use 0.0000001 mt displacement map.
Said that, I would advise you to see this new future displacement map node in Octane 3.08 SDK:
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