Displacement tearing and projection node issue

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

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TomiKaraman
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I have a problem with displacement tearing polygons. I found one post from Beppe where he is saying to turn of Phong Tag. I did that but it does not help.
I have as well a problem that displacement texture is not responding to texture projection node and it is still using object UVW. This looks like bug to me. I have attached the scene.
I am using the latest version of Octane.
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disp issue.rar
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aoktar
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UV coordinates has not any continuty. And Octane Projections will not work in displacement. You have to provide good uvmapping from texture tag.
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a2.jpg
a1.jpg
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TomiKaraman
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Thanks Aoktar for the reply.

Is there any reason why projection node is not working with Displacement ? How can I then alight Displacement coordinates with other channels if I am using projection node for diffuse / refl / roughness ? The material I am using is PBR material so all the maps are generated from the same photo and they need to be perfectly aligned.

Thanks!!
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aoktar
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TomiKaraman wrote:Thanks Aoktar for the reply.

Is there any reason why projection node is not working with Displacement ? How can I then alight Displacement coordinates with other channels if I am using projection node for diffuse / refl / roughness ? The material I am using is PBR material so all the maps are generated from the same photo and they need to be perfectly aligned.

Thanks!!
It's a limitation on renderer. But i cannot know the technical details.
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bepeg4d
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Hi TomiKaraman,
as already said by Aoktar, this kind of uv mapping cannot work with Octane displacement, you cannot have overlapping uvs.
The solution is to leave the displacement in Mesh UV Projection mode, and change the c4d projecion to Flat or Cubic:
Screen Shot 2017-06-09 at 11.42.18.jpg
disp issue_B.c4d.zip
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Happy rendering,
ciao beppe
TomiKaraman
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Joined: Thu Sep 22, 2016 11:16 pm

Thanks Aoktar and Beppe for the explanation! If it is an Octane limitation then I will just use Beppe's method.
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