I'm sorry to start a new thread for this, but I have asked this question repeatedly as various updates have been released. And, as far as I can see, have received no answer.
Is there anything being done to address the issue that Octane has with displacement maps created in ZBRush?
I know about using the shift parameter to compensate for the fact that ZBrush uses mid grey as 0, but it simply doesn't work. Octane does a great job of displacing geometry out the way, but as soon as you use the shift parameter, it invariably creates tears in the geometry.
This is a show stopper for use with Octane assets.
Can someone please answer this question with at least an update about what you are doing about it, or even planning to do about it? I don't think that is an reasonable request. The lack of answers is dissatisfying me significantly more thank the problem itself
An important question for the OTOY Development Team
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- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Could you please show some renders how it looks like?gordonrobb wrote:I'm sorry to start a new thread for this, but I have asked this question repeatedly as various updates have been released. And, as far as I can see, have received no answer.
Is there anything being done to address the issue that Octane has with displacement maps created in ZBRush?
I know about using the shift parameter to compensate for the fact that ZBrush uses mid grey as 0, but it simply doesn't work. Octane does a great job of displacing geometry out the way, but as soon as you use the shift parameter, it invariably creates tears in the geometry.
This is a show stopper for use with Octane assets.
Can someone please answer this question with at least an update about what you are doing about it, or even planning to do about it? I don't think that is an reasonable request. The lack of answers is dissatisfying me significantly more thank the problem itself
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
I'll sort that out, but it will be tomorrow night as I'm away from my render machine till then. Perhaps someone else who has an example of the problem can do it before then?
Does the fact that you're ask me to do that suggest that you don't know/think there's a problem and therefore aren't currently working on fixing it?
Does the fact that you're ask me to do that suggest that you don't know/think there's a problem and therefore aren't currently working on fixing it?
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
What gordonrobb is referring to, is the known (I hope) issue with displacement files that have gray color as 0, white as 1 and black as -1, like the displacement maps created from zBrush.
Currently, Octane's displacement works very well only if you push forward the Height value, but if you need to compensate with the Offset, you will get black triangles appearing in some areas.
I'm far from being an expert on the matter, but it seems like the math behind the Offset slider is perhaps incorrect?
I know Karba said that GPU programming is much harder than CPU, but there must be a way of doing it, since VRay works fine, even on RT.
Currently, Octane's displacement works very well only if you push forward the Height value, but if you need to compensate with the Offset, you will get black triangles appearing in some areas.
I'm far from being an expert on the matter, but it seems like the math behind the Offset slider is perhaps incorrect?
I know Karba said that GPU programming is much harder than CPU, but there must be a way of doing it, since VRay works fine, even on RT.
it works only in CPU modeRikk The Gaijin wrote: since VRay works fine, even on RT.
http://docs.chaosgroup.com/display/VRAY ... d+Features
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Interesting, I look forward to that!Karba wrote:I am working on new voxel geometry type, potentially it can build more complex displacement geometry with mix and procedural textures, but I can't promise anything. It is completely new technology.
- gordonrobb
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- Joined: Sat Mar 16, 2013 9:08 am
Thanks for jumping in Rikk. My Pc is currently all disconnected due to the office getting painted.Karba wrote:I am working on new voxel geometry type, potentially it can build more complex displacement geometry with mix and procedural textures, but I can't promise anything. It is completely new technology.

So, Karba, are you therefore saying, that until this new type of geometry comes to fruition, ZBrush displacements are not really supported?
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
- xxdanbrowne
- Posts: 503
- Joined: Wed Feb 06, 2013 2:38 am
@Gordon,
Something occured to me:
Is it not possible to use e.g. xnormal to get a displacement map that follows the current implementation of displacements in Octane?
(I don't know the answer but I asked myself the question as idle speculation). I also cannot get displacement to work (looks a mess) and I also use Zbrush to generate the displacement. But I'm wondering now if it's not possible to use xnormal to make a displacement map that Octane can use. i.e. something like a straight up height map.
Something occured to me:
Is it not possible to use e.g. xnormal to get a displacement map that follows the current implementation of displacements in Octane?
(I don't know the answer but I asked myself the question as idle speculation). I also cannot get displacement to work (looks a mess) and I also use Zbrush to generate the displacement. But I'm wondering now if it's not possible to use xnormal to make a displacement map that Octane can use. i.e. something like a straight up height map.
Hey Karba, would this new voxel geometry type be compatible with OpenVDB files from outside sources such as Realflow and Houdini?Karba wrote:I am working on new voxel geometry type, potentially it can build more complex displacement geometry with mix and procedural textures, but I can't promise anything. It is completely new technology.
Docs > http://www.openvdb.org/documentation/doxygen/
Github > https://github.com/dreamworksanimation/openvdb
Example files > http://www.openvdb.org/download/