Yes. You can use any textures with the new vertex displacement node. Just remember two things: 1. you must control subdiv of the mesh, and 2. the displacement is baked before sending to the GPUIceman9 wrote:Question re. 2019 and the new displacement technology...
I know that currently triplanar projection won't work with displacement because of the order of evaluation.
Will this change in V2019 with the new displacement model?
This would really be beneficial.
OctaneRender™ 2019.1 XB1
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It is still something we are looking to add, and have had multiple requests for this. However, it is not a trivial change. Basically the same quantity of effort that went into vertex attributes will need to be repeated to implement and render FBX BlendShapes, and as always, followed by eliminating/reducing/mitigating/managing the performance impact of it.Notiusweb wrote:Dear Abbee,
I have been use this render engine now for about 5 years and things are really going great. We’ve had our ups and downs, but nothing ever made me doubt my love for it as we always stayed true and have a great level of attraction for one another.
Recently, however, I am more and more hoping my render engine will have Morph target support for imported FBX’s, but I have not ‘scene’ it happen yet. A lot of my friends in other apps are not only planning for their animations and rendering their FBXs with morph targets, but they are always talking how how they are exporting out these morph target animations, ready to be imported into a render engine.
My family has now started asking when the big day is going to happen. I don’t want to sound ungrateful for my render engine which I love so much, and I feel like it is the one, but I feel like I am starting to run out of excuses.
Any advice?
Sincerely,
“Hoping for Mor’ph”
Glad to know it's an option!haze wrote:Yes. You can use any textures with the new vertex displacement node. Just remember two things: 1. you must control subdiv of the mesh, and 2. the displacement is baked before sending to the GPUIceman9 wrote:Question re. 2019 and the new displacement technology...
I know that currently triplanar projection won't work with displacement because of the order of evaluation.
Will this change in V2019 with the new displacement model?
This would really be beneficial.
To parse your full answer for my simple mind: it might be memory intensive and a bit slow. Even so, great option to have!
Whatever it takes....haze wrote:It is still something we are looking to add, and have had multiple requests for this. However, it is not a trivial change. Basically the same quantity of effort that went into vertex attributes will need to be repeated to implement and render FBX BlendShapes, and as always, followed by eliminating/reducing/mitigating/managing the performance impact of it.Notiusweb wrote:Dear Abbee,
I have been use this render engine now for about 5 years and things are really going great. We’ve had our ups and downs, but nothing ever made me doubt my love for it as we always stayed true and have a great level of attraction for one another.
Recently, however, I am more and more hoping my render engine will have Morph target support for imported FBX’s, but I have not ‘scene’ it happen yet. A lot of my friends in other apps are not only planning for their animations and rendering their FBXs with morph targets, but they are always talking how how they are exporting out these morph target animations, ready to be imported into a render engine.
My family has now started asking when the big day is going to happen. I don’t want to sound ungrateful for my render engine which I love so much, and I feel like it is the one, but I feel like I am starting to run out of excuses.
Any advice?
Sincerely,
“Hoping for Mor’ph”

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Mobo: 1 Titan RTX, 1 Titan Xp
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Plugs: Enterprise
Haze said that RTX is still being worked on, which exactly is the standalone preview RTX build that you were referring to?Goldorak wrote:
...Second, of course the RTX on mode is the real render, not some guess - try the standalone preview RTX build and test it yourself with the benchmark scenes. It will render in with the 2-4x the M/spp and finish the render in 2x to 4x faster.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
viewtopic.php?f=7&t=71067#p359353Notiusweb wrote:which exactly is the standalone preview RTX build that you were referring to?
Pascal ANDRE
Hi Otoy,
I asked this questions hundreds of times and never got an an answer. Can you please add an option to lock dirt material to a certain mesh so only sub elements can influence dirt creation and external mesh will not influence dirt material creation?
I know you can bake it but it is a waste of time.
PS And please add an option where nonrenderable objects can create dirt on the main object. This is very useful for tire marks and other effects. Currently only objects with 0 visibility can do it but then they can leave artifacts sometimes.
Thank you
I asked this questions hundreds of times and never got an an answer. Can you please add an option to lock dirt material to a certain mesh so only sub elements can influence dirt creation and external mesh will not influence dirt material creation?
I know you can bake it but it is a waste of time.
PS And please add an option where nonrenderable objects can create dirt on the main object. This is very useful for tire marks and other effects. Currently only objects with 0 visibility can do it but then they can leave artifacts sometimes.
Thank you
Last edited by coilbook on Tue Apr 30, 2019 1:59 pm, edited 3 times in total.
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
+1. Seems logical to me. I've not yet had a scenario where this was an issue, but yes, this should be an option. And I do hope that as the Octane compositing tools available to us grows and grows (now with Cryptomatte, on top of all the passes stuff, layers, etc), Jules & Co. do not ever get lazy and make us jump through compositing hoops, unless absolutely necessary, to achieve simple things that really should be doable in straight renders. Not that it really applies to this, but I have been wanting to toss that out there. 

Last edited by FrankPooleFloating on Tue Apr 30, 2019 1:12 pm, edited 1 time in total.
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+1coilbook wrote:Can you please add an option to lock dirt material to a certain mesh so only sub elements can influence dirt creation and external mesh will not influence dirt material creation?
V-ray dirt has an option called "Consider same object only". When this is activated, dirt will only be influenced by the current mesh/item. Pushing a different mesh/item next to it will not introduce additional dirt where they intersect.
It also has inclusion/exclusion lists, where you can specify which objects should be included or excluded from the dirt calculations.
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