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Re: Texture mapping a sphere seamlessly
Posted: Wed May 20, 2020 12:38 pm
by aoktar
atoyuser1 wrote:thanks. Is there a way to avoid tiling in displacement ?
using vertex displacement types will help
Re: Texture mapping a sphere seamlessly
Posted: Wed May 20, 2020 2:06 pm
by atoyuser1
aoktar wrote:atoyuser1 wrote:thanks. Is there a way to avoid tiling in displacement ?
using vertex displacement types will help
thanks again, so I have been reading through the docs
http://www.aoktar.com/octane/OCTANE%20H ... ement.html
And after playing around with subdivisions, this is how far I've got:
changing map type to
height helps a little, but there's still that warped mapping problem at the top:
Should I be looking at the tri-planner?
Re: Texture mapping a sphere seamlessly
Posted: Wed May 20, 2020 8:02 pm
by atoyuser1
In case anyone's wondering, I've found the best solution, for now, is to group a non-octane textured sphere in with a displacement deformer with emulate selected. Then I play around with segments and a subdivision surface to get more detail
Re: Texture mapping a sphere seamlessly
Posted: Thu May 21, 2020 7:57 am
by bepeg4d
Hi atoyuser1,
please have a look at here:
viewtopic.php?f=9&t=74889#p383632
ciao Beppe
Re: Texture mapping a sphere seamlessly
Posted: Thu May 21, 2020 2:10 pm
by atoyuser1
Thanks Beppe, I read through all that. I converted my sphere type to icosehedron, so all the segments are more evenly distributed.
It gives me a
bald patch on one side:
Same with rounded cube:
I tried switching from
object to
tangent which sends it all in one direction. Am I missing something obvious?:
On another note: To get higher detail, is it best to use the Subdivision level in displacement, or up the segments on the primitive? I set Subdivision to 8 and C4D froze.
Many thanks
Re: Texture mapping a sphere seamlessly
Posted: Fri May 22, 2020 8:39 am
by bepeg4d
Hi,
if you use a procedural texture in Vector mode, it will follow a vector direction.
If you apply a procedural texture in Height mode, it will follow the normal directions of the object, but you also need to change the Noise space from UV to Texture or Object, to apply it in 3D space:
About subdivisions, it doesn’t metter if you apply them from Vector Displacement node or from Octane Object tag, but avoid to subdivide the mesh too much.
You can switch to Wireframe view mode, to check the density of the subdivision:
ciao Beppe
Re: Texture mapping a sphere seamlessly
Posted: Mon May 25, 2020 9:19 pm
by atoyuser1
Sorry for my late reply. Yes, setting it to Height works, thanks!
it takes quote a bit of processor to get a sharp texture using this method, but at least it's seamless
Re: Texture mapping a sphere seamlessly
Posted: Tue May 26, 2020 1:25 pm
by frankmci
atoyuser1 wrote:Sorry for my late reply. Yes, setting it to Height works, thanks!
it takes quote a bit of processor to get a sharp texture using this method, but at least it's seamless
Just in case you're not using it, don't overlook the "auto bump map" option in the displacement node. It can make a HUGE difference.
Re: Texture mapping a sphere seamlessly
Posted: Tue May 26, 2020 7:58 pm
by atoyuser1
frankmci wrote:atoyuser1 wrote:Sorry for my late reply. Yes, setting it to Height works, thanks!
it takes quote a bit of processor to get a sharp texture using this method, but at least it's seamless
Just in case you're not using it, don't overlook the "auto bump map" option in the displacement node. It can make a HUGE difference.
I did yes, thanks. Even with that, it seems the only way to get detailed results is to up the segments - The grey sphere on the left is a bitmap displacement, the blue one is vertex :
Re: Texture mapping a sphere seamlessly
Posted: Wed May 27, 2020 6:55 am
by atoyuser1
This is odd. Has anyone experienced similar with vertex mapping? I'm assuming it's a memory issue (I only have 16GB)
Might need to click on the attachment to see it animate