Displacement Woes

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treddie
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Hi all.

I have been trying to figure out what is going on here. Displacement is the culprit, but all that changing settings does, is move the problems to different areas, or change the reflections to some other weirded out look.

The desired displacement is correct, but the artifacts it causes in NON-displaced areas is the problem.
Displacement Woes.jpg
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
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bepeg4d
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Hi,
probably an issue with normals directions or uvs.
Please, change the kernel to InfoChannel, and post a screenshot in wireframe mode with Backface highlight option active, and the uv coordinate pass, thanks.
ciao Beppe
treddie
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Here are the screenshots.

What is weird is that when displacement is added to the two parts (the only ones that have displacement), the button on top (in the middle) which is a completely different part gets screwed up too (it has no displacement).
Info w wo Disp.jpg
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
treddie
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OK...I think I know what is going on, maybe, anyway. I placed the non-displaced mesh polys outside of the UV area in C4D to get those polys out of the way. As a result, their UV coords are black. Could Octane be getting screwed up trying to calculate mesh areas that have no UV coords? But that would not explain why the button part is getting messed up too.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
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bepeg4d
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Hi,
try with a polygon selection and two copies of the material, one with Displacement, and the second without.
ciao Beppe
treddie
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Do you mean with C4D with Octane plug? I use standalone.
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bepeg4d
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treddie wrote:OK...I think I know what is going on, maybe, anyway. I placed the non-displaced mesh polys outside of the UV area in C4D to get those polys out of the way...
Instead of doing this, create a polygon selection and use a copy of material without displacement, or correct the uvs, and paint with 50% gray the parts that should not be affected by displacement.
ciao Beppe
treddie
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Sorry for the delay...Schedule is getting in the way. I will be trying that out tomorrow evening. Will post back.
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frankmci
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treddie wrote:OK...I think I know what is going on, maybe, anyway. I placed the non-displaced mesh polys outside of the UV area in C4D to get those polys out of the way. As a result, their UV coords are black. Could Octane be getting screwed up trying to calculate mesh areas that have no UV coords? But that would not explain why the button part is getting messed up too.
Not a direct answer to your problem, but be aware that polygons outside of the usual 0-1range still have UV coordinates, just not within the default area most apps assume as default. "No UVs," and "Non 0-1 UVs," are not always handled the same way across various programs.

- Frank
Animation Technical Director - Washington DC
treddie
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Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

Not a direct answer to your problem, but be aware that polygons outside of the usual 0-1range still have UV coordinates, just not within the default area most apps assume as default. "No UVs," and "Non 0-1 UVs," are not always handled the same way across various programs.
Thanks, Frank, for the info. It at least explains part of the improvement I see now that I moved those parts back into the 0-1 range, and painted with 50% gray. However, although the texture problems seem to have cleared up, the black triangles are still there and C4D says the normals are fine:
Displacement Woes 2 LoR.jpg
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
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