3.06 Layer Shader - No displacement in picture viewer

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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Rev
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I'm trying to animate a displacement mix using the layer shader. Everything works great in the live viewer, but final renders have no displacement at all.

I've tried different shaders (bitmap(c4d) and ImageTexture(octane)) but ImageTexture does not allow me to animate the sequence (imagetexture sequence works now), despite trying many ranges. Bitmap works just fine though and I use the same sequence in a few places without problems.

Layer Shader
Shader
Shader
Live Viewer (as expected)
Live Viewer
Live Viewer
Final output in Picture Viewer
Picture Viewer
Picture Viewer
Any ideas?

Thanks!
Last edited by Rev on Sat May 13, 2017 9:17 pm, edited 2 times in total.
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aoktar
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Check in 3.06
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Rev
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Sorry, I didn't think 3.06 was out and ready.

I tested it, and it still does not work. Displacement in layer shader seems to have no influence.
layer_disp.JPG
Rev
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aoktar, I've tested it in the stable release of 3.06 (before it was 3.06 test 4). Still works fine in Live Viewer but does not make it to final render in picture viewer.

My workaround is to use the texture baker to bake out the layer shader into a new image sequence from C4D, and then bring it back in and bypass the layer shader, but as you can imagine its really slow and I am limited by the new baked texture resolution. Hoping it's a simple fix for a future release. Thanks for all your work!
disp_306.JPG
renderingz
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I had a similar issue to you, except I wanted layered animated c4d noise to drive displacement in an octane shader; I solved it by doing the following;
Figured it out if anyone's curious - toggle resend all scene data in octane render settings :) also added a bunch of keyframes to the animated textures and an octane object tag to displaced object.
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aoktar
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renderingz wrote:I had a similar issue to you, except I wanted layered animated c4d noise to drive displacement in an octane shader; I solved it by doing the following;
Figured it out if anyone's curious - toggle resend all scene data in octane render settings :) also added a bunch of keyframes to the animated textures and an octane object tag to displaced object.
Use imagetexture in layer shader. But i'm not advicing to use layer/etc.. shaders. Those are not working great due some problems while the plugin is evaluating the these shaders in cpu.
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Rev
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Thanks for your help renderingz, but unfortunately those settings didn't seem to make a difference for me (at least not in this version), beyond making the scene much slower to render due to the re sending of the scene data. I tried a number of combinations.

aoktar, the imageTexture does work, but it does not progress the image sequence like the bitmap shader does when inside of the layer shader. So if my sequence is image_000.jpg to image_120.jpg, I only get the displacement from the frame that I loaded, and not the rest. I can set the animation range from frame 0 to 120, and it only displaces according to the image I loaded in (frame image_050.jpg for example). The Bitmap shader on the other hand does progress the image sequence correctly every time, but then does not displace in picture viewer at all :), It's like they both only do half the job hehe.

Do you think the layer shader interaction will work better in future versions?
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aoktar
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Rev wrote: aoktar, the imageTexture does work, but it does not progress the image sequence like the bitmap shader does when inside of the layer shader. So if my sequence is image_000.jpg to image_120.jpg, I only get the displacement from the frame that I loaded, and not the rest. I can set the animation range from frame 0 to 120, and it only displaces according to the image I loaded in (frame image_050.jpg for example). The Bitmap shader on the other hand does progress the image sequence correctly every time, but then does not displace in picture viewer at all :), It's like they both only do half the job hehe.

Do you think the layer shader interaction will work better in future versions?
Things are much harder to get worked than estimations. All of those, C4D shader's evaluations are big pain in codes. I couldn't get this worked better. Also going to this way is like using a ferrari on first gear. Correct way to use octane shaders, i know displacement is very limited. I think guys will bring a rasterizer node and it will solve a lot problems here. So we can rasterize any octane texture and use in displacement. Also with 3.1 we will have OSL version then we will have possibilities to re-write any shader in Octane side.
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