hi there,
I have set up a leather shader and mixed it with a darker one to emboss a logo and some icons.
the float texture I used works just fine but for some reason the displacement gets mirrored, even though I have set the border mode of the image texture node to white color.
the weird thing is, it works fine for the AMOUNT parameter of the mix material (darker leather visible where it should be) but not for the displacement. it's clearly mirrored over the whole surface. I just can't figure out what I'm doing wrong or whatever causes this to happen.
any help much appreciated.
thanks,
miro
Displacement mirrored (border mode is correct)
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- miroklasinc
- Posts: 33
- Joined: Tue Feb 14, 2017 2:50 am
will do this first thing tomorrow morning! thanks!
Hi miroklasinc,
the Border mode has no effect on displacement, for the same reason why we cannot mix or modify in any way the image texture used as displacement.
Probably your uvs are mirrored, I guess.
ciao beppe
the Border mode has no effect on displacement, for the same reason why we cannot mix or modify in any way the image texture used as displacement.
Probably your uvs are mirrored, I guess.
ciao beppe
- miroklasinc
- Posts: 33
- Joined: Tue Feb 14, 2017 2:50 am
hi guys, thanks for your input.
I'm using a regular plane so I'm not sure how the UV mirroring could happen? do you know bepeg4d?
here is another screenshot
does that help? let me know if you need anything else!
thanks!
I'm using a regular plane so I'm not sure how the UV mirroring could happen? do you know bepeg4d?
here is another screenshot
does that help? let me know if you need anything else!
thanks!
Just to be clear: you want the displaced texture to be raised up over the plane? If so, you just need to put a color correction node after the displacement and invert it.
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- miroklasinc
- Posts: 33
- Joined: Tue Feb 14, 2017 2:50 am
actually I want the rest of the plane lifted so the darker texture is embossed.
just talked to a friend who's amazing in octane and he came across the same problem in the past, so for now I ended up tripling the size of the displacement map while maintaining the logo/symbols scale so the mirroring effect takes place way outside of the visible camera. apparently it's a know issue..
just talked to a friend who's amazing in octane and he came across the same problem in the past, so for now I ended up tripling the size of the displacement map while maintaining the logo/symbols scale so the mirroring effect takes place way outside of the visible camera. apparently it's a know issue..
Can you elaborate, please?bepeg4d wrote: the Border mode has no effect on displacement, for the same reason why we cannot mix or modify in any way the image texture used as displacement.
ciao beppe
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- miroklasinc
- Posts: 33
- Joined: Tue Feb 14, 2017 2:50 am
I think what he's trying to say is that you can't really do much with displacement maps. apparently you can only scale and transform them but no other parameters work.
however, that's really weird as it shouldn't be treated any differently from all other notes imo
however, that's really weird as it shouldn't be treated any differently from all other notes imo
Hi,
yes correct, unfortunately, the price for the speed and quality of Octane displacement is less flexibility. Since it has to handle geometry, is not like all the other material nodes.
With complex objects better to work with Bodypaint to match the displacement textures. With simple object better to correct the map in PS or similar, for mixing, tiling ecc.
Another solution is to use the internal baking feature at high res, possibly in a simple scene with only one object, export to Standalone in .ocs from LV, then it is possible to substitute the shader with the baked map in the "asset" folder.
ciao beppe
yes correct, unfortunately, the price for the speed and quality of Octane displacement is less flexibility. Since it has to handle geometry, is not like all the other material nodes.
With complex objects better to work with Bodypaint to match the displacement textures. With simple object better to correct the map in PS or similar, for mixing, tiling ecc.
Another solution is to use the internal baking feature at high res, possibly in a simple scene with only one object, export to Standalone in .ocs from LV, then it is possible to substitute the shader with the baked map in the "asset" folder.
ciao beppe