Can someone from Otoy please respond to the brickwall displacement query?
This has been an issue for a long time and continued silence from Otoy would imply that it hasn't been fixed.
Here's the thread from a while ago which was ignored by Otoy.
viewtopic.php?f=81&t=44323&p=218434&hil ... ll#p218434
I've tried Phantom architecture's solution but that doesn't work for brick corners as it makes for soft/rounded edges.
He said " But remember that without the rounding, the displacement will get those gaps."
Vray has fixed this problem bloody ages ago. See from about 5 mins in...
https://www.youtube.com/watch?v=8Ko0TRuBN7A
OctaneRender™ Standalone 3.08 TEST 6
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- renderingz
- Posts: 153
- Joined: Fri Nov 06, 2015 12:09 pm
any word on this?renderingz wrote:Will Octanes voxelisation-displacement ever support vertex motion blur? The last two commercial projects i've done have needed vertex motion blur on displaced meshes.
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
I agree, it would be great to have the option to keep the continuity or not and choose the blending angle.
In the example I'm showing, the UV are straights and I have a bit of subdivisions. I almost prefer the render with the previous version and the gaps.
Hopefully you can fix this
Thanks for the great work!
In the example I'm showing, the UV are straights and I have a bit of subdivisions. I almost prefer the render with the previous version and the gaps.
Hopefully you can fix this

Thanks for the great work!
1) Is there a good reason why we have a "toon ramp" node and don't just use a gradient?
2) Why does the toon ramp have float inputs rather than rgb? This is going to make it more painful to use in modo since we wont be able to see colors in the UI.
3) Why is there no "toon ramp out" output to use in nodegraphs?
2) Why does the toon ramp have float inputs rather than rgb? This is going to make it more painful to use in modo since we wont be able to see colors in the UI.
3) Why is there no "toon ramp out" output to use in nodegraphs?
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
I just updated from 3.07 test 6 to 3.08 test 6 and I'm having an issue with one particular material I'm trying to use. The material is a fabric created with a mix material, diffuse, falloff, jpgs, displacement and color corrections. When I turn on Network Rendering the material starts off with the blue color I've assigned it but as the samples grow the material turns white. However, when I turn off Network Rendering it renders correctly. Any idea what could be causing this?
This has cropped up a couple of times in the C4D beta release forum too, looks like something to do with network rendering and mix materials?RSC wrote:I just updated from 3.07 test 6 to 3.08 test 6 and I'm having an issue with one particular material I'm trying to use. The material is a fabric created with a mix material, diffuse, falloff, jpgs, displacement and color corrections. When I turn on Network Rendering the material starts off with the blue color I've assigned it but as the samples grow the material turns white. However, when I turn off Network Rendering it renders correctly. Any idea what could be causing this?
viewtopic.php?f=85&t=64382&start=40#p327783
viewtopic.php?f=85&t=64382&start=90#p328260
Octane 3.07.R2 | Cinema 4D 18.057
Windows 7 64bit | 64GB RAM | 8x Geforce GTX 1080ti/8x Asus Strix GTX980ti
Windows 7 64bit | 64GB RAM | 8x Geforce GTX 1080ti/8x Asus Strix GTX980ti
Thanks for letting me know. At least now I know it's not something unique to my scene.PHM wrote:This has cropped up a couple of times in the C4D beta release forum too, looks like something to do with network rendering and mix materials?RSC wrote:I just updated from 3.07 test 6 to 3.08 test 6 and I'm having an issue with one particular material I'm trying to use. The material is a fabric created with a mix material, diffuse, falloff, jpgs, displacement and color corrections. When I turn on Network Rendering the material starts off with the blue color I've assigned it but as the samples grow the material turns white. However, when I turn off Network Rendering it renders correctly. Any idea what could be causing this?
viewtopic.php?f=85&t=64382&start=40#p327783
viewtopic.php?f=85&t=64382&start=90#p328260
- renderingz
- Posts: 153
- Joined: Fri Nov 06, 2015 12:09 pm
Goldorak could you please confirm if vertex motion blur on displaced meshes is possible using Octanes current method of voxel-displacement? This has been a bit of a gotcha on the last few projects for me and would like to know where this stands on your roadmap.
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
You can create a gap-less brick wall, if your displacement map is continuous, if it's not, there will still be gaps. We are trying to improve this area in the near future.Rik wrote:Can someone from Otoy please respond to the brickwall displacement query?
This has been an issue for a long time and continued silence from Otoy would imply that it hasn't been fixed.
Here's the thread from a while ago which was ignored by Otoy.
viewtopic.php?f=81&t=44323&p=218434&hil ... ll#p218434
I've tried Phantom architecture's solution but that doesn't work for brick corners as it makes for soft/rounded edges.
He said " But remember that without the rounding, the displacement will get those gaps."
Vray has fixed this problem bloody ages ago. See from about 5 mins in...
https://www.youtube.com/watch?v=8Ko0TRuBN7A
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Yes it's planned, but we haven't gotten that far yet.renderingz wrote:any word on this?renderingz wrote:Will Octanes voxelisation-displacement ever support vertex motion blur? The last two commercial projects i've done have needed vertex motion blur on displaced meshes.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra