Baking Texture Tiling Issue

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AL3X99K
Posts: 4
Joined: Tue Apr 06, 2021 11:22 am

Hey all! I come with another problem!

As you can see in the image below, This is my UV map, and in the display port is exactly how I want my Displacement to look. But I need to use a baking texture.

Image

Except, when I plug it into a baking tex node my tiling goes all funky.
Image

Anyone know how to solve this issue? I want to avoid vertex displacement because I'm rendering a large scale ocean.

Thanks!
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bepeg4d
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What about Projection?
Texture Displacement is very limited.
Give Vertex Displacement a try!
It works with Noise shader directly (saving a lot of VRAM), no need to use the Baking texture that slow down the process, no projection limitations, and it is also RTX accelerated, while Texture displacement is not.

ciao Beppe
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Lewis
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But vertex displacement needs hi-poly goemetry/subdivision to work and when you subdivide to high levels VRAM usage goes skyrocket with vertex displacement while regular displacement you can displace a single 2-poly plane.

Not sure why is this vertex displacement recommended in every topic when someone asks about texture displacement issues, frankly i still haven found any proper usage of vertex displacement in arch-viz/sea or similar cases since it requires huge amountn of VRAM to come anywhere close to nice texture displacement textures, especially on close shoots like terrain, pavements, waves.....

I'd rather see them spend more time on updating "old" texture displacement to fix limitations and make it faster than this vertex displacement thing which currently is very limited usage.

So i understand initial question very well since i've meed those problems too in past and vertex displacement wasn't a solution, well at least not for my big projects (i can't spend 3-4 GB VRAM just on subdividing sea polygons to work nice with vertex displacement) :).

BTW Beppe sorry if it sounds like i'm lashing out on you, it's not really, I know you are just trying to help and thanks for all of your great help and suggestions on the forum, do you ever sleep :):)?
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bepeg4d
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Hi Lewis,
please consider my answers as my personal opinions only, based on my empiric experience with OctaneRender, nothing more.
Here are my considerations on this argument:

- Texture Displacement is great, super fast and precise, but only for static meshes, the sea is not static, so no motion-blur, for example.
- it has a lot of limitations with Projection, so it is not easy to remove tiling, with large planes.
- personally, I hate the Baking Texture node, it brakes my workflow, and I prefer to avoid to use it as much as possible.
- in my experience, Octane consumes less VRAM with triangles, than pixels.
- an 8k 32bit Displacement map eats a lot of VRAM
- Vertex displacement needs only a well, even low, subdivided mesh in Viewport, since Displacement subdivision can be applied in the Vertex Displacement tag, so applied only at render time.
- I prefer to use procedural textures for the sea, so it takes no VRAM, it is animatable, and have no issues with projection.

my two cents,
ciao Beppe
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