Displacement behaviour...

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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face_off
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I think this is incorrect. Without including an Octane Override I'm able to add an image layer in the shader group (baked from procedural noise) and can control the displacement via the material settings. The displacement automatically updates as I adjust the displacement amount. It seems there's no need for an Octane Override in order to adjust the amount of displacement as this is being sourced from the material displacement settings native to Modo. 'Use modo render cache' and 'displace polygons' are both off.
Yes, my wording was not great in that regard. I have updated the manual to clarify this.
Again, I have to disagree here. I'm seeing very strange results (as I've been saying since the beginning of this thread). I have attached another two screen captures illustrating the point. One uses the baked version of the procedural noise layer and the second uses the actual procedural noise layer. The stunted displacement occurs in both, even when the Octane preview is stopped and restarted. 'Use modo render cache' is enabled. 'Polygon Displacement' is enabled.
This is due to a bug in the Render Cache. I have updated the manual to add....
IMPORTANT: There is a limitation with the Modo Render Cache (as at Modo901 SP3), where the normals are NOT displaced for displaced vertices. So the normal for a displaced vertex will be the un-displaced normal. This issue has been reported to TheFoundry. This is impacts the usefulness of approach 2).
My apologies for not mentioning this previously. I thought TheFoundry had fixed this issue in SP3.

Paul
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createvfxinc
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Just read through the revised notes and it makes much more sense to me now. Thanks for updating Paul.

It's also nice to know that there's a Modo bug with the second method and that I'm not losing my mind. I'm a Foundry beta tester so I'll try things out in the latest beta version of Modo to see if they've quashed the bug. If they haven't I'll reach out to them directly to see if that helps.

On a separate but related note... is there anything in the Octane notes about using textures set to Normal? I use this method in Modo for condensation on products and would love to be able to translate it over to Octane. In my tests I saw that bump, displacement, and vector displacement all translated over to Octane so I'm hoping that I'll be able to use Normal as well.

As a relatively long time user of Modo and now a new user of Octane, I'm making a 'gotcha' list for Modo users who are making the switch. I'll be adding bits and bobs from here over to a thread I've started in the Modo forums.
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face_off
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On a separate but related note... is there anything in the Octane notes about using textures set to Normal? I use this method in Modo for condensation on products and would love to be able to translate it over to Octane. In my tests I saw that bump, displacement, and vector displacement all translated over to Octane so I'm hoping that I'll be able to use Normal as well.
Normal effect conversion should work when you create an Octane Override - but it is not currently working with on-the-fly material conversions. I intend fixing this in the next release.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
createvfxinc
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Thought I'd report in - Modo 902 has been released and this bug is still present.
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face_off
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It's fixed in the next release of the Octane plugin.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
createvfxinc
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Awesome - thanks Paul.
Win 8.1/ dual GTX 980 / i7 5960 4.2 Ghz
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