Weird shading triangulations - Displacement + normal

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Terryvfx
Licensed Customer
Posts: 377
Joined: Tue Dec 30, 2014 12:43 am

So as the titles says I'm having sort of a weird problem (I found a fix but I was still curious about it so I post it here) if I use normal + displacement in the same material I ended up with a triangulation in the shading of the light I don't know why this happens the work around that I found is that if I reduce the polycount of the object to 1 the problem is fixed but this isn't always possible, any idea why this happens? I actually have encouter this issues several times already.
here you can see the problem
here you can see the problem
no triangulation if I set the geo to 1 poly
no triangulation if I set the geo to 1 poly
if it's just the normal the problem doesn't happens
if it's just the normal the problem doesn't happens
same goes for displacement
same goes for displacement
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aoktar
Octane Plugin Developer
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It's obviously not new or plugin related issue. Seems like a common and known issue of renderer.
So why i'm writing like this because it's not about plugin devs and posted several times. And i'm doing that to be not answered.
Anyway thanks posting this.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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Terryvfx
Licensed Customer
Posts: 377
Joined: Tue Dec 30, 2014 12:43 am

I figure as much I actually did a quick search to see if anyone had a similar issue in the past, I also thought It wasn't plugin related but since I didn't come up with any result in the search, do you know any workout besides mine?
neue
Licensed Customer
Posts: 8
Joined: Mon Aug 10, 2015 3:13 pm

Getting the same problem, for anyone wondering it seems to be related to UVs and even if you set all the textures within a material to use box projection they still get interfered with by the UV data for some reason. Removing the UVs "fixes" it.
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Terryvfx
Licensed Customer
Posts: 377
Joined: Tue Dec 30, 2014 12:43 am

Hi neue yours seems to be a new kind of problem since the one I'm calling out in this thread was solved a few patches back, it's nice that you found a workaround to this but I'm curious to see how the mesh was looking when the problem was showing up.
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