]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.
Displacement on cap disconnecting from extrusion
Moderators: ChrisHekman, aoktar
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.
Animation Technical Director - Washington DC
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?
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?
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.
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.