Can anyone tell me why I'm getting this aliasing problem around the edge of the tick?
The level of detail here is 8k, it's driving me crazy as I've got a mega tight deadline.
This is what I'm shooting for...
https://vimeo.com/95959829
Any help smoothing the mesh would be greatly appreciated...
Cheers,
Gordon
Displacement problems....
Moderators: ChrisHekman, aoktar
Is your image big enough as 2,4 or 8k?
Octane For Cinema 4D developer / 3d generalist
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- GordonOfPallion
- Posts: 4
- Joined: Sun Jun 14, 2015 6:31 pm
Thanks for the quick response Aoktar.
The image that's driving the displacement is 2K but I've tried it at it's original size of 7k and it's the same result.
The image that's driving the displacement is 2K but I've tried it at it's original size of 7k and it's the same result.
actually i had the same issue. even with high quality maps.
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As you notified the messages in forum, %30 is around the displacement. But i have not any control over this feature. It's a Renderer behaviour. It's working without pre-tesellation of triangles else other renderers. It generates some virtual polygons on rendertime. It's fast because of this but slow when you increase much. Also have some problems.
So i just can try to give some advices. And i have spent much time due this kind of limitations. You may try to generate a anti-aliased 32bit images and map it. It's working much better with float(32bit) images.
So i just can try to give some advices. And i have spent much time due this kind of limitations. You may try to generate a anti-aliased 32bit images and map it. It's working much better with float(32bit) images.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
hi,
32bit helps a lot and you could add also a little bit of blur in PS to help the displacement in the borders
ciao beppe
32bit helps a lot and you could add also a little bit of blur in PS to help the displacement in the borders

ciao beppe
Hi all,
More than the blur, you need to feed the Octane displacement with a subdivided base mesh. By sample a plane with 150 x 150 polygons. Of course, it will take more memory...
Here a screen capture with a 4k 32 bits map without blur and a bezier curve.
More than the blur, you need to feed the Octane displacement with a subdivided base mesh. By sample a plane with 150 x 150 polygons. Of course, it will take more memory...

Here a screen capture with a 4k 32 bits map without blur and a bezier curve.
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Sorry for my bad english...
Sorry for my bad english...
- GordonOfPallion
- Posts: 4
- Joined: Sun Jun 14, 2015 6:31 pm
Yep, that's it!!!!
Can't believe I didn't think of that as a solution.
I don't think that was covered in the tutorial but it feels like the most important part of the process to me.
Thanks a lot for your help atome451!!
Can't believe I didn't think of that as a solution.
I don't think that was covered in the tutorial but it feels like the most important part of the process to me.
Thanks a lot for your help atome451!!
The quality of the map itself has the biggest impact, here is an example of one poly plane with a 4k 8bit map and 1 pixel gaussian blur:
ciao beppe
In theory, the displacement should give high details to low poly meshes, the need to subdivide the mesh should not be necessary, in my opinion

ciao beppe
You are right. That shouldn't be necessary... But if you turn your sun and reduce its size to see the curve of your displacement in a sharp drop shadow like in my sample, you'll see cracks in the curved shadow like the sample from GordonOfPallion.bepeg4d wrote:In theory, the displacement should give high details to low poly meshes, the need to subdivide the mesh should not be necessary, in my opinion

Win10 64bits | 3x 980 + 2x 670 + 1060 | Cubix XPander + network | Core i7 3600 MHz | 32GB | 1300w PSU
Sorry for my bad english...
Sorry for my bad english...