Displacement on cap disconnecting from extrusion

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

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pacey84_1
Licensed Customer
Posts: 17
Joined: Mon Sep 25, 2017 10:09 pm

]Hi, I can't figure out if there is a way of stopping the displacement from disconnecting the caps and extruded edge.
I have used a material selection to just choose the object cap and applied a displacement material to this, and another material identical, except with no displacement to the extrusion.
This is because I don't want displace this part, so if there is a different way of using the displacer with only 1 material please let me know.

Otherwise, any other solutions would be most welcome! Please see attached images for LV and main viewport.
Attachments
Screenshot 2024-12-16 182805.png
Screenshot 2024-12-16 182737.png
frankmci
Licensed Customer
Posts: 917
Joined: Fri May 26, 2017 2:00 pm
Location: Washington DC

I'm guessing that your caps are separate geometry, so the displacement is ignoring the side geometry vertices. Try collapsing the caps and sides into one piece of geometry and make sure to merge vertices, then apply the displacement to the top faces only. The edge vertices should come along for the ride, since they are now shared between the top and side faces.
Attachments
Displaced extruded caps and top surface of cube, no gaps
Displaced extruded caps and top surface of cube, no gaps
Animation Technical Director - Washington DC
pacey84_1
Licensed Customer
Posts: 17
Joined: Mon Sep 25, 2017 10:09 pm

Thanks for getting back to me.
Geo is made by extruding a spline. I have collapsed 'C' the extrude parametric and selected all vertices, selected all and optimised. Didn't make a difference. Perhaps Im misinterpreting something? I presume by merge vertices you mean optimise??
I also tried taking one of the splines, making it a loft object, making that editable, selecting that face and using extrude from the modelling menu and I have the same gaps. These have to be connected?
pacey84_1
Licensed Customer
Posts: 17
Joined: Mon Sep 25, 2017 10:09 pm

Are you using vertex displacement or texture displacement? VD is crashing my scene because of the number of vertices I have so I've been using TD.
pacey84_1
Licensed Customer
Posts: 17
Joined: Mon Sep 25, 2017 10:09 pm

Ok, solutions seems to be 2 fold – you have to use vertex displacement, and because of this your cap geo has to be subdivided, not ngons. I chose Delaunay.

Unfortunately in my case this takes octane LV literally 5-8 minutes to calculate before showing in the LV. But once its loaded you can do camera moves and mograph without having to wait again. You can even adjust some of the material channels so long as they don't affect geo such as changing anything about the displacement or round edges.
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