Page 7 of 12

Re: "Real-Displacment-Textures"

Posted: Sat Nov 21, 2015 11:52 pm
by BorisGoreta
Sorry, there is a print order button to issue an invoice, I didn't see it earlier.

Re: "Real-Displacment-Textures"

Posted: Sat Nov 21, 2015 11:57 pm
by Subroutine49690
BorisGoreta wrote:Sorry, there is a print order button to issue an invoice, I didn't see it earlier.
No problem, thanks for the report.
Maybe we can make it more obviously.

Re: "Real-Displacment-Textures"

Posted: Sun Nov 22, 2015 8:03 am
by nildoe
trying to buy this... i get this error...when i go to my downloadables, there is nothing to download, when i go to my paypal account, there is purchase made..

Re: "Real-Displacment-Textures"

Posted: Sun Nov 22, 2015 12:48 pm
by Subroutine49690
nildoe wrote:trying to buy this... i get this error...when i go to my downloadables, there is nothing to download, when i go to my paypal account, there is purchase made..
OK, I can't find your paypal confirmation here. Could you please send this report to [email protected]
It will then automatically be forwarded to my shop-admins so they can check this.

Thanx for purchasing.

Re: "Real-Displacment-Textures"

Posted: Sun Nov 22, 2015 1:43 pm
by BorisGoreta
Octane does not support displacement mixing so what you can do is duplicate the object, apply the second material to it and use a mask to displace the mesh upwards and the original mesh downwards using inverted mask.

I didn't notice any slowdowns at all.

displacement mix.jpg
OpenGL.JPG
mix 2.jpg

Re: "Real-Displacment-Textures"

Posted: Sun Nov 22, 2015 1:50 pm
by BorisGoreta
Fantastic texture pack !

You should make a second one immediately. I would suggest making stone walls and bark textures, all tieable.

Re: "Real-Displacment-Textures"

Posted: Sun Nov 22, 2015 5:31 pm
by JonathanWinbush
Would you mine taking a screen shot of your material editor to see what you did here i'm still little confused on your process
BorisGoreta wrote:Octane does not support displacement mixing so what you can do is duplicate the object, apply the second material to it and use a mask to displace the mesh upwards and the original mesh downwards using inverted mask.

I didn't notice any slowdowns at all.

displacement mix.jpg
OpenGL.JPG
mix 2.jpg

Re: "Real-Displacment-Textures"

Posted: Sun Nov 22, 2015 7:09 pm
by BorisGoreta
There is no trick in the material editor, you have two separate materials and you don't mix materials at all. What you do is mix geometry, displace the polygons so in areas one material is visible because it is on top of the other material and the other way around.
nodes.JPG

Re: "Real-Displacment-Textures"

Posted: Sun Nov 22, 2015 11:10 pm
by Subroutine49690
BorisGoreta wrote:Fantastic texture pack !

You should make a second one immediately. I would suggest making stone walls and bark textures, all tieable.
Makes me happy to see - you got it !! Good work ;)
Yes it's planed to go on with the project.

I planed some nice further packs like:
URBAN - walls and floors (with bricks, asphalt and more stuff like that)
SNOWPACK !!!!!!
PLANT-Surfaces (with barks, leaves, moss and so on)
MICROSURFACES !!! (will be highly interesting - yes, we can scan with microscopes)
...
But you can definitely tell me if you have particular wishes - helps me to decide whats next ;)

Thanks for feedback !!
cheers,
Chris

Re: "Real-Displacment-Textures"

Posted: Mon Nov 23, 2015 12:10 am
by Subroutine49690
JonathanWinbush wrote:Would you mine taking a screen shot of your material editor to see what you did here i'm still little confused on your process
Hi !!

here you can see another basic setup. No mixes - just directly linked the maps into their channels. If you use image-texture-shaders you can easily tweak.
Image


If you like to go further, you can use the AO mixed with white, multiplied to the color to add some AO-shadows (but you don't need to - octane is doing a good job and we have the octane dirt-shader that can be used here). Basically it can look like this:
Image


Another option is to mix the gloss with the hi-gloss. So you can tweak it easily:
Image


...but don't forget - more maps means more resources needed.
I personally use mainly 4k maps - 8k only for closeups. No AO or higloss if I don't need it (but it's good to have it available in case of !! ).
A good idea is also to mix different resolutions like 8k color and bump - the rest in 4k ...this works best for me ;)

I also recommend to setup a library - I made one for c4d-octane - you can ask me for that if you have licensed the product.
Since I don't have lightwave, 3dsmax.... available, I could not setup libs for it by now, but I try to organize that for future.

Hope that helps :)
Cheers,
Chris