Displacement Problem with C4d demo 2.01

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Alurolle
Posts: 5
Joined: Wed Jun 04, 2014 10:07 am

Hello!

I am just testing the new displacement feature and run into a lot of problems.

Everything looks good but right after activating displacement the render gets out of control. The geometry is broken and the bump looks weird.

I figured out that the phong-tag and the subdiv-object create different problems.
In addition the renderspeed increases heavily just after changing the phong value from 10° to 80° or set the subdiv from 1 to 2 (from 1 minute to 9 on a 580gtx, latest driver).

Any idea how to solve this problem?
The displacement renders perfect with C4d standard render.

I already tried different displacement-textures (16bit/32bit). That doesn't change anything.

Greetings,
David
astronaut_displ_octane.jpg
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aoktar
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thanks for testing. Some warning for mesh counts. Octane is slower than a cpu render on preperation for very high amount polygons. So it's not good idea to subdivide the a complex model with high numbers.
Displacement method is different from cpu's. It uses some algoritms for realtime updates. It does not do some big precalculations. So mesh should be optimised. Also big values of displacement can dramatically slow down. Your vertices should be welded nicely to avoid cracks. Please install 2.01 or 2.00 standalone demo. This will make some tweaks for renderer.
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Alurolle
Posts: 5
Joined: Wed Jun 04, 2014 10:07 am

Hi Aoktar,

what does "high amount of polygons" exactly mean?
Right now it's only a part of a model with a polycount of 20,686. The whole model counts 203,710 (without any subdiv on it). There will be definitely some millions in the end. That's a problem?

BTW the problem still exists. Attached a picture with renderings without subdiv-object: on top rendering without displacement, then rendering with displacement and third a rendering with additional standard phong tag. The increased rendertime is massive just by adding the phong tag... :shock:
displ_octane_02.jpg
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aoktar
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high poly means bigger than a few millions. Can you attach your scene with assets? I like to check it.
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Alurolle
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Joined: Wed Jun 04, 2014 10:07 am

I have send you a PM...
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PAQUITO
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I´m very interested in this also. I am too facing many problems with Octane displacement breaking the mesh. Could you share some info about it if available?
AMD FX8350 8 cores. 16GBs RAM
GTX690
Win8 64.
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aoktar
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hi, i had to do some tweaks on texture and settings.
32bit images are making very slow the renderer. I changed to 16bit. Also erased stich parts of texture. This causes some intersection on produced faces. Many intersection is giving big slowdowns. Also rayepsilon is effective on holes of displacement.
phong 30 is best.
Also i had to change offset value little. Big values causes slow downs immediately.
there is still small issues on displacement, some texture editing may helps.

All is that can be done by me currently. I hope it can helps
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2014-06-25_19-01-35.jpg
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Alurolle
Posts: 5
Joined: Wed Jun 04, 2014 10:07 am

Thanks for your help! Sadly the bump map is still messed up if you activate it. :cry:

Do this limitations change in the future or is it a general problem the way Octane interprets and creates displacement?

David
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aoktar
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This is completely out of my area. But as understand, this method is good for realtime. But has some problems, need some tweaks. Octane team is working on this and others.
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Alurolle
Posts: 5
Joined: Wed Jun 04, 2014 10:07 am

There was a posting from an Otoy-Team member in the 3D Max customer area saying something about a better displacement in the next release.
Is this also affecting the C4d version? Will there be an updated demo version?
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