TriPlanar Displacment

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TriPlanar Displacment

Postby MagnusL3D » Tue Jul 17, 2018 9:12 pm

MagnusL3D Tue Jul 17, 2018 9:12 pm
Hello,

Is it a limitation of the Houdini Plugin (3.08.1) that you can not use the TriPlanar result of a displacment texture as a input to the Displacment node or is it just a octane thing ? I do this all the time in Mantra / Arnold / RS so I am a bit supprised.
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Re: TriPlanar Displacment

Postby juanjgon » Wed Jul 18, 2018 9:36 am

juanjgon Wed Jul 18, 2018 9:36 am
Hi,

Yes, sorry, currently the displacement in Octane only works with the texture image nodes over UV mapped objects. No other node is compatible with this feature.

Thanks,
-Juanjo
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Re: TriPlanar Displacment

Postby MagnusL3D » Wed Jul 18, 2018 10:29 am

MagnusL3D Wed Jul 18, 2018 10:29 am
Aha thank you for respone. Is this something that they will fix in v4 ?
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Re: TriPlanar Displacment

Postby juanjgon » Thu Jul 19, 2018 11:18 am

juanjgon Thu Jul 19, 2018 11:18 am
I'm not sure, sorry. Improving the displacement is a planned feature, but don't know if it is going to be compatible with additional shader nodes.

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Re: TriPlanar Displacment

Postby MagnusL3D » Fri Jul 20, 2018 5:03 pm

MagnusL3D Fri Jul 20, 2018 5:03 pm
Thanks Juanjo,

I have a follow up question. Is there anyway inside Houdini to blend 2 displacement texture together (with octane as renderer) ? I have tried adding and the mix node and some other methods but the only things that seems to work is if I take a 'image' node directly into the displacement node.
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Re: TriPlanar Displacment

Postby juanjgon » Sat Jul 21, 2018 10:53 am

juanjgon Sat Jul 21, 2018 10:53 am
Nope, sorry. Currently, the texture image nodes over a UV mapped mesh is the only way to render displacement in Octane. If you want to blend two textures, you are going to need to blend them before use the final texture for displacement.

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Re: TriPlanar Displacment

Postby MagnusL3D » Sat Jul 21, 2018 11:25 am

MagnusL3D Sat Jul 21, 2018 11:25 am
Yeah I was afraid of that, because that means I can't have curvature / ao etc to drive the blending. But still, good to know that I didn't miss something =)
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