I've managed to find the settings to utilize either texture displacement or vertex displacement from World Creator to C4D. But is there a way to use that displacement to actually deform the plane object to match the displacement texture?
The problem is I'd like to drop a ball on the texture or vertex displaced scenery and have it follow the terrain as it rolls downhill. But it only reacts to the flat plane using either type of displacement. I thought vertex displacement would have worked.
Octane displacement to mesh deformation?
Moderators: ChrisHekman, aoktar
Create a separate plane with a displacer modifier and use the texture to displace the mesh. Use that displaced mesh for the collision for your simulation.
You can't use Octane's displacements since it computes in render time.
You can't use Octane's displacements since it computes in render time.
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
galleon27 wrote:Create a separate plane with a displacer modifier and use the texture to displace the mesh. Use that displaced mesh for the collision for your simulation.
You can't use Octane's displacements since it computes in render time.
Thank you so much, galleon27. Once I get a chance this morning to try it, I'll let you know. I appreciate the help!
If you find a setup that is a 100% match between Octane and C4D, please share what settings you are using. I've been using the bridge from World Creator, that helps to get a quick setup but to match BOTH octane and C4D is.. impossible ? There is some stuff hapenning that i don't really understand. For example in the World Creator Bridge, the most "accurate" displacement is made by a .JPG in 8bit, if you use this file in Octane it's going to look wrong (8-bit, compression, etc), but when you use the 32bit EXR exported from world creator, and use it in a Displacer, it will never match the 8bit jpg (which is logical i guess).
galleon27,
Yep, that was it. Can't seem to get it work with an Octane material though, only a C4D material. But I can work with it. Thank you again for everything.
ShivaMist,
All I do is set up a scene in WC 2022.2.1 and when I like it, I export "all" from the third tab. If you import the .orbx or .ocs they come in fully textured but you can't texture them. (at least I can't)
But once unpacked in Octane standalone, it gives me a greyscale.exr and a bunch of numbered .pngs and this is what I use as my base displacement texture (the .exr). I use it in the displacement node any where from 100cm to 300cm.
I've attached two shots...one from the exported orbx, and one from the plane with the displacement material I made (red diffuse and .exr as displacement). You'll see the terrain is pretty similar, but it would have taken a while to re-create the look using all their numbered .pngs. But this is how I figured out how to do it.
Here are the pics. Hope this helps. Adding an Octane object tag with a subdivision value of 1 or 2 helps.
Yep, that was it. Can't seem to get it work with an Octane material though, only a C4D material. But I can work with it. Thank you again for everything.
ShivaMist,
All I do is set up a scene in WC 2022.2.1 and when I like it, I export "all" from the third tab. If you import the .orbx or .ocs they come in fully textured but you can't texture them. (at least I can't)
But once unpacked in Octane standalone, it gives me a greyscale.exr and a bunch of numbered .pngs and this is what I use as my base displacement texture (the .exr). I use it in the displacement node any where from 100cm to 300cm.
I've attached two shots...one from the exported orbx, and one from the plane with the displacement material I made (red diffuse and .exr as displacement). You'll see the terrain is pretty similar, but it would have taken a while to re-create the look using all their numbered .pngs. But this is how I figured out how to do it.
Here are the pics. Hope this helps. Adding an Octane object tag with a subdivision value of 1 or 2 helps.
Yeah, I can get it pretty close, but I wish Displacer could use Octane textures, then it would be perfect. Thanks again for all of your help.galleon27 wrote:Create a separate plane with a displacer modifier and use the texture to displace the mesh. Use that displaced mesh for the collision for your simulation.
You can't use Octane's displacements since it computes in render time.