Displacement on Mix material

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

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papillon
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I was wondering if I'm doing something wrong, but is the displacement for a Mix material driven from its tag or I can use two different displacement on the two sub-materials (in the latter case, didn't work for me) ?
Also, I noticed that the mesh is exported even if actually doesn't change. If you switch a material but the displacement map/noise it's the same, the export procedure does recalculate it. It'd be a good optimization if the displacement could be checked and computed only if it really needs to.
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atome451
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Hi Papillon,

If you use a single material, you simply use the displacement node of this material. If you use mixMaterial, you have to use the displacement of the mixMaterial, displacement nodes of attached materials will be disabled. And if you use cascading mixMaterials, you have to use the upper mixMaterial displacement node. Only one displacement node is used in a global material setup.

If you use a C4D noise or another 2D C4D shader inside a node (not only displacement), the plugin will convert it into a bitmap on the fly but the plugin will not verify if this noise has changed. That's why it takes time on each reloading : the plugin bakes it each time. If you don't want this, you may bake this noise into a bitmap. The loading will be faster.
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papillon
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Thanks a lot for the detailed explanation, and the suggestion to bake the textures so that they don't need to be recalculated. Gonna try that now ;)
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