Texture mapping a sphere seamlessly

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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bepeg4d
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While in the classic displacement node, quality depends a lot on the quality of the source image, with Vertex Displacement, i the quality depends on the mesh subdivision.
Have you set the Live View in Wireframe mode to check if the subdivision is not too much for your mesh?
Could you share the scene?

ciao Beppe
atoyuser1
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bepeg4d wrote:While in the classic displacement node, quality depends a lot on the quality of the source image, with Vertex Displacement, i the quality depends on the mesh subdivision.
Have you set the Live View in Wireframe mode to check if the subdivision is not too much for your mesh?
Could you share the scene?

ciao Beppe
Certainly, here it is. It's in C4D R20 using Octane 2020.1 R4
Vertex Test.zip
(95 KiB) Downloaded 146 times
atoyuser1
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frankmci wrote:
atoyuser1 wrote:Sorry for my late reply. Yes, setting it to Height works, thanks!

it takes quote a bit of processor to get a sharp texture using this method, but at least it's seamless
Just in case you're not using it, don't overlook the "auto bump map" option in the displacement node. It can make a HUGE difference.
Regarding the autobump feature - I'm not sure if I'm doing something wrong here, but when animating with autobump enabled, it produces a strange strobing effect.
If you compare it to the blue sphere on the right, which has exactly same texture but autobump disabled (again, you might need to click the attachment to see the gif animate):
AutoBumpProblem_trimmed2_reencoded_1280px_0loops_25fps_normal_256cols.gif
And I hope I'm not over-explaining this, but here's a version without autobump:
AutoBumpProblem2_trimmed2_reencoded_1280px_0loops_25fps_normal_256cols.gif
frankmci
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I'm not sure why both displacement and auto bump on the same node don't both behave the same way, but if you set Space to Object in the Noise node, too, it functions as expected.
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atoyuser1
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frankmci wrote:I'm not sure why both displacement and auto bump on the same node don't both behave the same way, but if you set Space to Object in the Noise node, too, it functions as expected.
Space to Object in the Noise does fix it, thanks!
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