Displacement in C4D Problem.

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andrefry
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I'm currently using the Octane C4D Plugin Demo.

I've been watching the 'Understanding Octane Renderer for Cinema 4d' tutorial series.
When I apply Octane Displacement material to a simple sphere, the mapping ( set to UV mapping )
doesn't behave as expected. It doesn't create a seamless tile compared to C4D's own displacement.
When I inspect the tutorial video, they appear to have a standard un-editable sphere and it doesn't show any seams ? So why is mine behaving like this. Is it a limitation of the plugin ?
I'm using a C4D noise, within the octane displacement texture, in the octane displacement channel.
C4D Shaders enabled in the Octane Settings.

Here's a couple of screen grabs. One of the octane material & the other is the same setup but using a
C4D Displacement. Note how C4D displacement has no seams.

Image

Image
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aoktar
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Answer is very simple and rely to two reasons.

1-Displacement just works with images.
2-C4D shaders are used by prerendering to images before render begin. As baking a shader to images. This mean that's limited to UV range of 0-1 and just uv coordinates are possible.
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EOA
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aoktar wrote:Answer is very simple and rely to two reasons.

1-Displacement just works with images.
2-C4D shaders are used by prerendering to images before render begin. As baking a shader to images. This mean that's limited to UV range of 0-1 and just uv coordinates are possible.
I am sure it is very simple. But could someone kindly explain this in a even simpler way, this reply gives me no clue how to solve the issue. I am sure it is due to my stupidity. But how should one in example do a noise displacement (preferably an animated one), on a sphere, without it cracking like a beachball? Will there ever be support for the native noises - or do we need to accept that it will never be doable by Octane?
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bepeg4d
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Hi EOA,
the current OctaneRender displacement is quite different from a typical CPU displacement and it has several limitations. Since it is voxel based, you can have big deformations with fine details in one go. As Ahmet already said, it works only with image textures, the depth is important, so better to have 16bit or 32bit images for best results. The texture must to be tileable, but the best is to have properly unfolded not overlapping UVs.
All the best,
ciao beppe
EOA
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Joined: Thu Oct 06, 2016 7:16 pm

bepeg4d wrote:Hi EOA,
the current OctaneRender displacement is quite different from a typical CPU displacement and it has several limitations. Since it is voxel based, you can have big deformations with fine details in one go. As Ahmet already said, it works only with image textures, the depth is important, so better to have 16bit or 32bit images for best results. The texture must to be tileable, but the best is to have properly unfolded not overlapping UVs.
All the best,
ciao beppe
Thanks so much for the help Beppe! Sorry for being so slow, but I am pretty new to GPU world and my C4D work never had me encountering the needs for these things. So I have a couple of follow ups I hope you can point me in the right direction. So I am gathering that the default sphere in cinema 4d does not have a proper UV be itself and that is why it breaks like in the image? How do I make a proper unwrap of it and as importantly - given its now a flat plane from the texturing point of view - how do I tell a given texture to meet up at the seams so it doesn't break/tear apart? :?
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bepeg4d
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Hi EOA,
try with this simple example scene, I have used a standard sphere with 72 segments, then made it editable (just to show uvs) and used a texture that works for spherical ojects downloaded from this site:
http://planetpixelemporium.com/earth.html
Here is the result in c4dOctane with just the color 4k texture in both diffuse and displacement:
Screen Shot 2016-12-08 at 13.05.56.jpg
moon.7z
(5.84 MiB) Downloaded 407 times
Happy rendering,
ciao beppe
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