Displacement Map not working with ColorCorrect Node

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

Moderator: juanjgon

Post Reply
3dreamstudios
Licensed Customer
Posts: 479
Joined: Fri Apr 03, 2015 8:55 pm

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.
User avatar
juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

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
3dreamstudios
Licensed Customer
Posts: 479
Joined: Fri Apr 03, 2015 8:55 pm

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
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...

Maybe 3.0?
User avatar
juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

The problem is that if you build a render tree with color correction nodes and so on, the render of the displacement can be a lot slower, so it has been limited to use only the texture node by design.

-Juanjo
User avatar
FrankPooleFloating
Licensed Customer
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...
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
User avatar
juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

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...
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.
https://docs.otoy.com/Lightwave3D/?page_id=564

-Juanjo
User avatar
FrankPooleFloating
Licensed Customer
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... ;)
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
Post Reply

Return to “Lightwave 3D”