Hi Aoktar,
I just did a quick test with the new vertex map node and are wondering how to get better quality results.
My understanding is that Octane transforms the vertex map into a black and white image which can then be plugged into other nodes to drive alphas, displacement and so on. The quality issue seems to be related to polygon density to an extend but isn't fully resolved by upping more poly's. I set the c4d shader size to 1k and upped the displacement res as well but that doesn't make a difference either. Is there a work around to this issue? It might be my mistake of using it wrongly but if not it kind of makes the vertex shader useless for displacement mapping which is a pitty as this is such a great implementation.
I attached an image to show better what I mean.
Thanks,
Daniel
Vertex Map Quality
Moderators: ChrisHekman, aoktar
It's not about vertexmap quality. I think renderer ignores 2. uv_coordinates in displacement. Because my implementation generates extra uv at uvset2 and an image per vertexmap. It's 4x4 pixels per face by default and no need to be bigger.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
What? I explained as i could do. It's not about quality of vertexmaps. There is a problem on displacement texture. It's not recognising uvset2.mbutler2 wrote:Can you tell us what that means?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw