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32 bit displacement

Posted: Fri Nov 14, 2014 2:05 pm
by Rico_uk
Wasn't sure whether to post this here or in the 3Ds Max specific, probably here would have been better, so apologies for the double post:

I've been trying to get a good workflow between Mudbox and Octane but I'm so far unable to get this to work in a production quality and reliable way. I've attached renders from Vray and also Octane. As you can see the Vray displacement is perfect (it has a few more settings of course) but the Octane one doesn't even get close with a 32 bit displacement map. I can use Octane to displace using 8 or 16 bit textures, but this is only useful for very basic displacement, but when using a production character this isn't accurate enough. Also how would you displace both inwards and outwards? I've tried using a normalised displacement with medium grey for background colour, but even this displaced incorrectly. Any ideas?

Re: 32 bit displacement

Posted: Fri Nov 14, 2014 3:00 pm
by profbetis
This may seem obvious but did you try upping the resolution on the Octane displacement? (not the image itself but the displacement node)

To me your displacement artifacts look akin to that, not bit depth.

Re: 32 bit displacement

Posted: Fri Nov 14, 2014 3:50 pm
by Rico_uk
Yes I've put it to 8192x8192 (which is the same as the texture resolution). I think the problem is more to do with how Octane displacement handles 32 bit textures.

Re: 32 bit displacement

Posted: Fri Nov 14, 2014 4:04 pm
by prodviz
I've had the same issues.

I resorted to decimating the geometry in zbrush in the end.
This was for a still shot, so I got away with this. Obviously this isn't the way to go for character type work like yours.

A tutorial showing the workflow would be really cool Otoy? ;)

Re: 32 bit displacement

Posted: Fri Nov 14, 2014 4:09 pm
by kavorka
I think I remember them saying 32 bit doesn't work atm.

Re: 32 bit displacement

Posted: Fri Nov 14, 2014 4:35 pm
by Rico_uk
I've ended up exporting a higher res mesh, skin wrapping that in Max to a lower poly skinned mesh, and then using a baked normal map to add the fine detail. It'd be great if Octane could nail this though for a proper production displacement workflow.