Hi Paride, can you kindly post a screenshot of the nodeflow and Kernel settings, for those who do not use Max ?paride4331 wrote:Hi larsgehrt,
Personally, I wouldn't choose this workflow to achieve this image, but that's not the subject of the post. That being said, as you can see, Octane Render's displacement nodes work well when used properly. I'm attaching the file so you can take a look and compare it with yours, in order to learn some useful tricks as well as the Kernel settings (Perhaps the use of the ray epsilon function was overlooked). I also add that it is not feasible to achieve a decent displacement using a low-resolution 8-bit JPG image. Additionally, when using a grayscale image (at least 16-bit depth and of adequate resolution), it would be correct to use the grayscale node instead of RGB. However, one thing should be mentioned: the interpenetration of the 'water' plane and the stones should be avoided. I didn't perform any boolean operations, precisely to demonstrate that the displacement works well anyway. I hope it's helpful.
Regards
Paride
Without seeing your setup - which may shed some light for sure - what i see is that texture displacment shows issues on large scenes, not small ones.
If i see a large portion of sea (i.e. an aerial view) i must use a large projection for the map, such as 100m x 100m or more, in order to avoid tiling.
In this case, even with 8K maps, intersections show an edge no matter what you do on Kernel and ray epsilon - or any other setting, including material's.
The only thing affecting the edge (making it more or less visible) are:
- projection size of the displacement map - smaller projection produces less edge.
- displacement resolution you set in Texture displacement node - higher resolution prodices less edge.
- Image map size and depth - large images at 16 or 32 bit produce less edge.
Anyway, i found no way to solve the issue completely. In images photoshop can help, in movies it's an issue.
Best
Paolo