Geometry breaks with displacement

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Geometry breaks with displacement

Postby manos » Wed Sep 07, 2016 8:09 am

manos Wed Sep 07, 2016 8:09 am
Hello..When i use displacement on this surface , the geometry breaks .... can anyone help ?
i 've used high /low poly .... black side / reverse faces / - i have exported it to stand alone and applied there the displacement .... NOTHING...
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Στιγμιότυπο 2016-09-07, 10.51.57 πμ.png
CPU: INTEL i7 3.40 GHz/RAM: 8 GB/GPU: 2XGTX690/OS: WIN 7 64 BIT/SKETCHUP 2014/OCTANE for SU
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Re: Geometry breaks with displacement

Postby fivebythree » Thu Sep 08, 2016 2:59 am

fivebythree Thu Sep 08, 2016 2:59 am
manos wrote:Hello..When i use displacement on this surface , the geometry breaks .... can anyone help ?
i 've used high /low poly .... black side / reverse faces / - i have exported it to stand alone and applied there the displacement .... NOTHING...


Displacement isn't supported properly yet (as far as I know). Use standalone for actual results. Alternatively use a normal or bump map image. http://frozenflamecorp.com/site/pages.p ... &entryid=2
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Re: Geometry breaks with displacement

Postby azen » Thu Sep 08, 2016 5:54 am

azen Thu Sep 08, 2016 5:54 am
manos wrote:Hello..When i use displacement on this surface , the geometry breaks .... can anyone help ?
i 've used high /low poly .... black side / reverse faces / - i have exported it to stand alone and applied there the displacement .... NOTHING...



Hi,

There are known issues regarding displacement in Octane. This goes back to the rendering core, so the issue needs to be fixed there first. The issue has been longstanding, and overcoming it is a matter of adjusting workflow.

To give you more useful advice, more information about your scene will be appreciated. For instance, what use do you make of normal maps/bump maps and how do you implement them? Do you plug your texture image directly into the displacement node? The more detail the better.
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Re: Geometry breaks with displacement

Postby smicha » Thu Sep 08, 2016 7:12 am

smicha Thu Sep 08, 2016 7:12 am
Subdivide geometry 1 time (set sub.div level = 1). This should help.
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