Displacement node

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jmd
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Posts: 25
Joined: Fri May 08, 2015 6:54 pm

Hello,

I wonder if you guys are working on improving how the displacement works? Even with 8K C4D shaders, the way displacement happens gives me bad results like stairs effects. I tried to use recently introduced filters but that doesn't help, since it's just removing details (as expected). Only solution I found was to switch to Redshift to get some closeup done)

Thanks
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Last edited by jmd on Sun Jun 25, 2017 12:52 am, edited 1 time in total.
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paride4331
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Joined: Fri Sep 18, 2015 7:19 am

Hi jmd,
Maybe silly questions,
Did you increase displacement level of detail to 8192x8192 and used 16bit native textures?
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Paride
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jmd
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yes
fatrobotsneedlove
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Are you importing an 8K image or using like a C4D noise? If its a noise then it has to be converted to an image texture by Octane. The resolution of the converted texture is set independently of the C4D shader.

Check: Settings->C4D Shaders->Render Size.
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jmd
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fatrobotsneedlove wrote:Are you importing an 8K image or using like a C4D noise? If its a noise then it has to be converted to an image texture by Octane. The resolution of the converted texture is set independently of the C4D shader.

Check: Settings->C4D Shaders->Render Size.
Both, using 8K textures maps and C4D noises, also set the 8K in Octane settings and ImgTexture node. The problem is due to how Octane is really bad at handling displacement without geo.
fatrobotsneedlove
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jmd wrote: The problem is due to how Octane is really bad at handling displacement without geo.
Sorry you're havin trouble, but that's just not true. Your problem is definitely fixable. People constantly do incredibly complex displacement in Octane without tons of polys.

Post your c4d file in the c4d section and we can figure out what the problem is.
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Jolbertoquini
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Hi Guys,

Same issue here if you scale you plane would fix the issue check this viewtopic.php?f=24&t=61634 and viewtopic.php?f=110&t=61819
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indigoGnat
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I've found that scaling the texture tag in the Objects pane is a quick and easy way to deal with the odd polygons that show up in close-ups.

You scale it down in the Length U and Length V or adjust the scale of the texture in the coordinates tab. You will need to play with the scale of your noise a bit.

I've achieved some very detailed popcorn ceilings and orange-peel wall textures that look great in close-up shots with this method.
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