Hi Guys,
It's me again, is really import to have a clear fix for displacement we have several issues with,
1.Sizes different mesh sizes gives wrong results as you can see on this post:
viewtopic.php?f=110&t=61819&p=316181#p316181 this is really a problem cause some scenes with real world scale won't work except for big objets such terrain, mountains and etc for characters and smaller object just doesn't work.
2.Continuity, as a lot render engines do I think is really important to fix this problem here the post:
viewtopic.php?f=24&t=61634&hilit=displacement
without continuity option on the displacement every scene where the uv's is not attach togheter won't work for example characters, organic shapes and etc for this reason we get mesh with gaps when the uvs is not merged the solution is the continuity. as mentioned the example image on the post comparing Redshift and Octane and C4d displacement by Cirasa.
We need some extra features aswell but I guess the priority is to fix this issues. For us start get really a problem on production to create heavy mesh cause we can use displacement cause of this problems.
I know the developers are busy with bunch of stuff but I think this is something really important and we add so many releases without this fixes.
Please Dev give us a update on this starts getting urgent... at least for us
Regards,
JO
Displacement UPDATE
- Jolbertoquini
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Displacement might not be a big part of everyone's workflow.
But its a big part of mine, so +1 from me on this.
-Mats
But its a big part of mine, so +1 from me on this.
-Mats
Thank you for your feedback,
For feature requests/improvements please use the feature request system so we can have a feel of how many users are interested in this. This has already been highlighted there:
https://render.otoy.com/requests/?qa=44 ... how=44#q44
If there's anything that you can't find please create a new request.
For feature requests/improvements please use the feature request system so we can have a feel of how many users are interested in this. This has already been highlighted there:
https://render.otoy.com/requests/?qa=44 ... how=44#q44
If there's anything that you can't find please create a new request.
- Jolbertoquini
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mojave wrote:Thank you for your feedback,
For feature requests/improvements please use the feature request system so we can have a feel of how many users are interested in this. This has already been highlighted there:
https://render.otoy.com/requests/?qa=44 ... how=44#q44
If there's anything that you can't find please create a new request.
Hi Mojave,
Actually I already did this request months ago, also we are not asking new features? what we point out was errors and incomplete work with displacement. I understood extra features would take time but the fix for mesh size should be fixed a while ago and apparently was high priority but so far no news???
Please is really a problem in our workflow. when we need correct displacement in the scene is just not working in production.
I really don't want look more at Redshift because of they better and efficient support and stable plugs, and completed features. something we hate because in our pipeline we have a lot artists using Octane close to 50 people using plus big Farm , so training and change pipeline not easy thing. is the only reason, we still motivated and trying to get somewhere with Octane, because we really think is a great engine.
But we get more troubles then result with incomplete plugs and sometimes Standalone features not fixed on time, again Please we need a clear out this points and have a correct fix.
Cheers,
JO
Octane Render for Maya.
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- mvijfwinkel
- Posts: 11
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Yes,
-proper float 32bit support,
-Lifting Resolution limit (or redshift method of using Disp as bump beyond a set treshold)
-Mixing Displacements
-Scaled meshes 10 orders of magnitude slower to render
-proper float 32bit support,
-Lifting Resolution limit (or redshift method of using Disp as bump beyond a set treshold)
-Mixing Displacements
-Scaled meshes 10 orders of magnitude slower to render
- noisyboyuk
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Yeah I have to agree, displacement mapping is literally a basic requirement of any decent production render engine so it's astonishing that we still don't have a robust solution yet.
Don't get me wrong - I LOVE the current implementation because it's just insanely fast but it doesn't work well on everything and that makes it unreliable. We must have an alternative solution for displacement that doesn't explode geometry, even if it means slower render times and subdivisions - particularly a solution that works great without having to unwrap UVs. Being a freelancer who has to collaborate a lot, I have licenses for Arnold, Octane, Redshift and Cycles (plus Mantra with Houdini) and Octane is the only engine that doesn't have this locked down yet. Even Cycles has it working amazingly well with micropoly displacement with triplanar blending which is amazing and surprisingly fast.
A couple years ago I could probably live without it but we live in an era of photogrametry and photo scanned textures and without getting this basic feature sorted out it's never going to be truly viable as full replacement for another engine - we will always have to have a backup engine just to handle displacement.
Don't get me wrong - I LOVE the current implementation because it's just insanely fast but it doesn't work well on everything and that makes it unreliable. We must have an alternative solution for displacement that doesn't explode geometry, even if it means slower render times and subdivisions - particularly a solution that works great without having to unwrap UVs. Being a freelancer who has to collaborate a lot, I have licenses for Arnold, Octane, Redshift and Cycles (plus Mantra with Houdini) and Octane is the only engine that doesn't have this locked down yet. Even Cycles has it working amazingly well with micropoly displacement with triplanar blending which is amazing and surprisingly fast.
A couple years ago I could probably live without it but we live in an era of photogrametry and photo scanned textures and without getting this basic feature sorted out it's never going to be truly viable as full replacement for another engine - we will always have to have a backup engine just to handle displacement.
Last edited by noisyboyuk on Fri Aug 24, 2018 4:32 pm, edited 1 time in total.
+10000 It's critical.noisyboyuk wrote:Yeah I have to agree, displacement mapping is literally a basic requirement of any decent production render engine so it's astonishing that we still don't have a robust solution yet.
Don't get me wrong - I LOVE the current implementation because it's just insanely fast but it doesn't work well on everything and that makes it unreliable. We must have an alternative solution for displacement that doesn't explode geometry, even if it means slower render times and subdivisions - particularly a solution that works great without having to unwrap UVs. Being a freelancer who has to collaborate a lot, I have licenses for Arnold, Octane, Redshift and Cycles (plus Mantra with Houdini) and Octane is the only engine that doesn't have this locked down yet. Even Cycles has it working amazingly well with micropoly displacement with triplanar blending which is amazing and surprisingly fast.
A couple years ago I could probably live without it but we live in an era of photogrametry and photo scanned textures and without getting this basic feature sorted out it's
- PolderAnimation
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I totally agree.
The basis stuff like displacement are so much needed.
Edit: delete some text..
The basis stuff like displacement are so much needed.
Edit: delete some text..
Last edited by PolderAnimation on Sat Apr 14, 2018 1:12 pm, edited 2 times in total.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
What is most needed by the Octane users you can see here:PolderAnimation wrote:The basis stuff like displacement are so much more needed.
https://render.otoy.com/requests/
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser