This may be a bug but it's probably me.
I can't figure out why my 'displacement' is a different size when it's connected to the same projection node (map type Box) that controls the color texture. The 'vertex displacement' node, which is connected to the same texture as the displacement node, works fine, but when I switch to the displacement node the textures seems to scale and match the Mesh UV coordinates instead. Plz help
weird.
Box mapped displacement issue
Moderator: juanjgon
I don't think so. The problem is that the old conventional displacement is done at render time, so any additional overhead in the texture mapping transformations can have a huge impact on the rendering performance.
Thanks,
-Juanjo
Thanks,
-Juanjo
I've noticed that you seem to be able to use the Octane Displacement node, on geometry that hasn't been UV mapped, when you connect the Octane Utilities UV Map node to the Normal input on the root Surface node. So doing things like cubic mapping by using UV Map node, instead of a projector node, seems to work okay with displacement, so far. The IPR doesn't seem to automatically refresh when you change various values in the UV Map node, so you need to have the scene do a full reload.
I was experimenting with gravel and using the UV Map node to control the vector coordinates of several maps (aka cubic mapping), and it was working.
Is this a usable setup for using the Octane Displacement node, or am I asking for trouble down the road?
I was experimenting with gravel and using the UV Map node to control the vector coordinates of several maps (aka cubic mapping), and it was working.
Is this a usable setup for using the Octane Displacement node, or am I asking for trouble down the road?