Displace Artifacts

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

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Flope
Licensed Customer
Posts: 41
Joined: Wed Apr 01, 2015 10:19 pm

Hello
I wonder if someone has a solution for fixing these artifacts that occur when we use displace. I got to see reports on other posts, but I changed the Ray Epsilon, but it still does not correct. When we set to 0.1 the image loses information of material and shadow.

I am using 16 bit PNG to do the displace.

Thanks

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bepeg4d
Octane Guru
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Hi Flope,
I don't think that the issue is the ray epsilon value in this case, but more likely the uv seam in that point.
What about the Mid level value?
Did you disable the Angle limit option in the Phong tag?
ciao beppe
Flope
Licensed Customer
Posts: 41
Joined: Wed Apr 01, 2015 10:19 pm

Hi bepeg4d

Thank you for your help.

Improved a little, but even so in some angles is still perceptible these artifacts.

Very strange, I need an urgent solution, because this work needs to be delivered: /

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bepeg4d
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Hi Flope,
is there an uv seam in that point?
Is it possible to add a subdivision?
ciao beppe
Flope
Licensed Customer
Posts: 41
Joined: Wed Apr 01, 2015 10:19 pm

bepeg4d wrote:Hi Flope,
is there an uv seam in that point?
Is it possible to add a subdivision?
ciao beppe
Yes, with this subdivision, and the cutting is below the strip ;/

UV Seams

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RizonParein
Licensed Customer
Posts: 28
Joined: Tue Jun 09, 2015 10:47 pm

Hi Flope,

Was wondering if you found a solution, having the same problem.
Ray epsilon is not solving the problem, displacement most likely causing the issue.

Thanks, Rizon
jayroth2020
OctaneRender Team
Posts: 487
Joined: Mon May 04, 2020 7:30 pm

The issue here is that texture displacement is limited to what it can do, and sometimes you will see splitting at polygon seams. Good UVs can help to ameliorate this, as well as welded vertices. However, there are times when what is being asked of it is just beyond the capabilities of texture displacement.

Fortunately, Octane has offered vertex displacement for a couple of versions now. It does require the initial geometry to be higher resolution than texture displacement does, but there are many benefits to vertex displacement that texture displacement just cannot offer.

In this case, you may want to try selection sets and apply the displacement only to the faces needed. This will still cause artifacts, however, you can manage these artifacts by apply displacement to the inverted selection as well, if you set the mid level to .5 (mid range gray) to all displacements. Then it is just a matter of dialing in values. Not a perfect solution, but it will get you farther with texture displacement than not doing so.
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