Is there a reason running a texture/diffuse node through the color correct node will mess up the displacement node?
1. If I run a texture node directly into the displacement node the displacement works.
2. If I run the texture node through a color correct node so I can adjust the image on the fly, then run that adjustment through to the displacement node the displacement does not work.
Bug, doing something wrong...or don't understand? Thanks.
Displacement Map not working with ColorCorrect Node
Moderator: juanjgon
- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
Is this a limitation of the code or just hasn't been developed? It would be a great addition if we could modify on the fly the characteristics of the image to be used for Displacement. I'm not finding an easy way to get the look I want without a bunch of back and forth with Photoshop...juanjgon wrote:Displacement currently doesn't support the color correction node (or any other procedural or tool node). Only the texture image node can be linked to the displacement texture input.
-Juanjo
Maybe 3.0?
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Hmmm... It is a little strange that we can mix LW procedurals at will and plug into Octane displacement, but not color correct...
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You can mix LW procedurals because all this node tree is backed as a single texture map before pass it to Octane. You could color correct a LW texture using this workflow, but you can't color correct a texture at render time using Octane nodes, because compute this node tree for each texture sample is really slow for the critical displacement code.FrankPooleFloating wrote:Hmmm... It is a little strange that we can mix LW procedurals at will and plug into Octane displacement, but not color correct...
https://docs.otoy.com/Lightwave3D/?page_id=564
-Juanjo
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Yeah, that is what I was thinking, that one could just use LW nodes to cc... a workaround... 

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