"keep continuity" for DISPLACEMENT?

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Jolbertoquini
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Hi beppe,

Not really just overlap UVs is never work also based on the scale of geometry! please check my post here:

viewtopic.php?f=110&t=61819&p=316181#p316181

Maybe both? I have a lot characters like dinosaurs with no overlap UVs and I get the same bad result.

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JO
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Jolbertoquini
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cirasa wrote:
disp_3.jpg
are you trying to solve the problem?
I had better results at Redshift/Fstorm/Iray and so far only Octane gave me this issues please Guys let's give a priority to fix this issues would be great to use on the best way this feature.

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JO
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rifat
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Jolbertoquini
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Also, i was looking at other render engines we can mix displacement texture here a video to show the idea.
https://www.youtube.com/watch?v=ozwPCU8v9Ro would save us time to each time mix on photoshop save each time when we need find the right amount.

Cheers,
JO
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itsallgoode9
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Jolbertoquini wrote:Also, i was looking at other render engines we can mix displacement texture here a video to show the idea.
https://www.youtube.com/watch?v=ozwPCU8v9Ro would save us time to each time mix on photoshop save each time when we need find the right amount.

Cheers,
JO
Man, I wish this would be implemented. Every time I've ever asked for this I get the response from somebody of "you should be creating your displacements in substance painter" or something similar. :roll: :roll: :roll: :roll:

This would be such a useful, time saving, feature it be able to do it directly in Octane.
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J.C
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Actually the displacement breaks the mesh where the seams are. Painted textures or correct UV does not help at all.
broken displacement.jpg
edit... this is with Filtering turned ON. With turned off there is still visible seam.
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frankmci
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J.C wrote:Actually the displacement breaks the mesh where the seams are. Painted textures or correct UV does not help at all.
broken displacement.jpg
edit... this is with Filtering turned ON. With turned off there is still visible seam.
FYI, properly cloned-over seams seem to be working fine in the V4 RC releases. (V4 RC 4 also seems a lot more stable in general, but use RC releases at your own risk.)

In this example, there's a UV seam running vertically between the two black boxes on this geometry. The texture was first baked in the Diffuse channel, the seams cloned over, then applied to the Displacement channel. In my experience, you want to stick to traditionally square aspect ratio, powers of 2 texture sizes and avoid any kind of filtering that will introduce uncontrolled variation to your source image data. It doesn't take much to throw off an otherwise perfect seam.

- Frank
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