Displacement map acting very weird

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Displacement map acting very weird

Postby rubenscheer3d » Wed Apr 28, 2021 7:11 pm

rubenscheer3d Wed Apr 28, 2021 7:11 pm
Hello all,

My displacement map is acting weird.

I have downloaded some mountain maps from internegt and want to connect the displacement map as you can see below. I think nothing wrong there.
Image

Changing the level of detail higher I get these weird looking circles. The higher i set it the more circles I get. Obviously, I can't go with 256x256. I need the 8x becasue the map is also 8k.

Look at these results. It does not matter if I set the height to a low value or to a high value.

Image
Image
Image

As you can see, it does not have to do with how high the height is. There is always these circles.

I tried it even with a map of my own:

Image

Can someone please let me know what is happpening?

Thank you!
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Re: Displacement map acting very weird

Postby Cutshaw541 » Wed May 12, 2021 10:10 am

Cutshaw541 Wed May 12, 2021 10:10 am
Its really strange. Ive used that water patch plugin with a gradient height map to derive a Vlado. I only act like I know everything, Rogers.

expressHR
Last edited by Cutshaw541 on Fri May 21, 2021 8:34 am, edited 1 time in total.
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Re: Displacement map acting very weird

Postby bepeg4d » Thu May 13, 2021 9:11 am

bepeg4d Thu May 13, 2021 9:11 am
In a nutshell, please have a look at Vertex Displacement, it gives you much more freedom:

https://docs.otoy.com/cinema4d/OSLVerte ... ement.html

viewtopic.php?f=9&t=74889#p383632

Texture Displacement node is super fast and detailed, it is based on Voxels, but has several limitations.

- works only with image texture type nodes
- works well only with unfolded not overlapping uvs
- Motion blur is not supported
- it is dependent from image format, bit depth and resolution
- can give incorrect results with extreme values
- if you want to use other texture nodes you need to use a Baking texture node, before plugging the group of nodes into displacement
cannot take advantage of RTX acceleration

On the other side, Vertex Displacement, is no more based on voxels, but on polygon subdivision, so it is also accelerated by RTX.
It can be used with both procedural, and texture image types, it does not have any projection limitation, so you can use the Border Mode to remove the Tiling effect, for example, it does not depends from image resolution and depth, but only in the number of subdivisions, and you can mix together any type of nodes and plug in it directly without need to use the Baking Texture node. Finally, it works correctly with Motion Blur.

ciao Beppe
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