Is there a solution to displacement 'tearing'?

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

Moderators: ChrisHekman, aoktar

Post Reply
MoGrafik
Licensed Customer
Posts: 143
Joined: Thu Aug 15, 2013 6:39 pm

Hi everyone,

Searched through various forum threads on here, but haven't found a definitive answer.
Does anyone know if there's a solution to the tearing / artefacts that seem to always be produced with using displacement?

I'm trying to work on a terrain, that requires displacement to get the full level of detail, however, even with the tiniest amount of displacement, there's always very obvious artefacts.

I tried setting the shift to minus the half amount of the the displacement, but it just made things worse! (see second image)

Is there a workaround for this? Or is a fix on its way?
I'm using the latest build (2.23.2 R6.2) with gpu drivers updated today!

Would be great to get some more info on these, even if it's that it can't be done: I'm soon going to be embarking on a pretty big-scale project that will be quite reliant on displacement, so if there's no work around I'll be forced to look into using a different renderer (which will really suck as I like octane, and have a computer with GPUs specifically for it!)

Would really appreciate any help.
Thanks
displace.jpg
displace 2.jpg
Win 8.1 / i7 4930k / 2 x GTX Titan / Cinema 4d
TonyBoy
Licensed Customer
Posts: 238
Joined: Thu Dec 13, 2012 4:47 pm

The object displaced could use a higher subdivision (the facets may account for the tearing ).
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

Use highest resolution and 32bit images. But that's not a good idea to use single displacements for very large areas.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
MoGrafik
Licensed Customer
Posts: 143
Joined: Thu Aug 15, 2013 6:39 pm

hey guys,
thanks very much for your replies - I'll try that out.
Yeah, Aoktar, I know what you mean, but the terrain will be quite far from camera, so I'm hoping it'll work ok.
Win 8.1 / i7 4930k / 2 x GTX Titan / Cinema 4d
MoGrafik
Licensed Customer
Posts: 143
Joined: Thu Aug 15, 2013 6:39 pm

Hey there guys,
I haven't had any success with making displacement work, sadly.
The software I'm modelling with is capable of only outputting up to 16 bit displacement maps, unfortunately.
That said, it works absolutely fine with c4d standard engine (see image)
Mountain 03 AR.jpg
I've also tried with other engines, but it doesn't seem to have the same tearing issues.

I also tried outputting the mesh REALLY high resolution and using the tiniest amount of displacement, however it immediately causes tearing in the geometry.

Here are a few of my renders.
Here's with no displacement:
no disp.jpg
I'll post up a scene file in a second. I'd really appreciate any information on this. Like I say, even if it's that Octane will always have this problem.
Thanks


Here's with a tiny bit:
Attachments
dis 10.jpg
Win 8.1 / i7 4930k / 2 x GTX Titan / Cinema 4d
User avatar
Yambo
Licensed Customer
Posts: 345
Joined: Tue May 12, 2015 1:37 pm
Location: Tel Aviv, Israel

It׳s not the best solution the all scenarios but try to make the terrain with one UVisland. With one UV island the tears should happen only the uv boundaries. So all your terrain should look fine.

Try that and let us know if it helps for that case. No doubts that displacement is hard to work with right now. But hopefully soon with v3.0 it will be better.
4x 980ti EVGA | 5930k | Asus X99 E WS 3.1 | corsair 64GB RAM |SSD 500GB system + SSD 2TB working files + 6TB HDD storage WD |
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0 :)

https://yambo.me
User avatar
brasco
Licensed Customer
Posts: 198
Joined: Wed Apr 13, 2011 2:56 pm

It's hard to compare Octane's displacement to other displacement methods since it's a voxel (or planar) representation rather than geometry with some clever normal shading.
I'm guessing the normals not resolving properly or passing on the correct shading to those little planes is what causes the nasty dark edges.

cheers
brasc
Rig#1 Win 10 x64 | GTX 1080Ti | GTX 1080Ti | GTX 1080Ti | i7 7900K 4.7GHz | 64GB
Rig#2 Win 10 x64 | GTX 1080Ti | GTX 1080Ti | GTX 1080Ti | i7 3930K 4.4GHz | 32GB
Rig#3 Win 10 x64 | GTX 1070| GTX 1070| GTX 1070| i7 2600K 4.8GHz | 32GB
MoGrafik
Licensed Customer
Posts: 143
Joined: Thu Aug 15, 2013 6:39 pm

Thanks for getting back to me, guys.
Yambo - I'm afraid I'm not too sure what you're describing when you say making all the terrain with one UV island.
At the moment it's one (quite high poly) geometry with one displacement texture - when you say making it with one UV island, is this something that can be done inside cinema 4d? Or does it have to be done in another piece of software?
If you're able to post a link to a tutorial I'd be really grateful.

Brasco - Yeah, I'm not too familiar with the technicalities of standard / voxel displacement, but Octane's seems to work very differently to other engines. I really hope V3 will improve it. I know they said they'd have improved support with zbrush, so that sounds positive. That also suggests they'd change the displacement midpoint from 0 (black) to 50% grey, which seems to be the standard with how render engines calculate displacement.
Thanks guys
Win 8.1 / i7 4930k / 2 x GTX Titan / Cinema 4d
User avatar
Yambo
Licensed Customer
Posts: 345
Joined: Tue May 12, 2015 1:37 pm
Location: Tel Aviv, Israel

Well the easiest way to create one UV island to your mesh is to import your terrain mesh to Zbrush and unwrap it with UV master, then import it back to c4d and the displacement tearing will be much better i believe. But i believe you can do it also with c4d relax UV LSCM. Just put a border line selection, tick on cut selected edges and see if it works (I cannot predict the result because it׳s a crappy tool for my opinion and it is doing random shit, but give it a shot).

If you need any assistance creating the UV for the test purpose feel free to PM me the file.
4x 980ti EVGA | 5930k | Asus X99 E WS 3.1 | corsair 64GB RAM |SSD 500GB system + SSD 2TB working files + 6TB HDD storage WD |
Phanteks Enthoo Primo | 1600W EVGA T2 BLACK | It's the fastest 4x980ti build: http://goo.gl/hYp8e0 :)

https://yambo.me
Post Reply

Return to “Maxon Cinema 4D”