Displacement

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

Moderators: ChrisHekman, aoktar

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ChrisCore
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Joined: Thu Dec 18, 2014 3:59 pm

Hi there,

I put a translucent displacement material on my crystal-mesh (not meth!) but unfortunately it kind of destroys it at the corners (s. picture).
I already used the "optimise" command on the mesh with no result. Any suggestions?

Thanks alot!
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displacement.jpg
nbeyond
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Posts: 67
Joined: Sat Feb 28, 2015 4:59 pm

Hi there,

for the sake of not making a new thread i will posting my problem too in this one!

also got some trouble with displacement on corners =/ is this a "normal" behavior of octanes displacement handling or is there a solution for it without patching arround the UV! :cry:
Attachments
UV.jpg
nbeyond
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tryed some noise displacement with the example scene - corners always breaks up with "noise"?! =/
Attachments
UV2.jpg
ChrisCore
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This is exactly the same issue, nbeynond.

I´m looking forward to any solution...
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aoktar
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I think you don't know how works C4D shaders in plugin. Do you expect it's interpreting in gpu as tileable? No. It converts that to a image.
Always you should keep to feed the gpu by a tileable texture. See my sample for correct usage.
Attachments
a1.jpg
disp.zip
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nbeyond
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I don´t know what i have to expect - i´m no developer just an artist ;)

THX for the answer and example scene! :)

but still even on the correct displacement material the corner seems broken?!

and so the conclusion is we can´t use regular noise shader to generate displacement?!


greez armin
Attachments
UV3.jpg
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aoktar
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i'm both. It depends to what are you doing. I hope that you understand the logic on c4d shader usages. Also it does not work on 90 degree connections i think. Make some bevel there.
Octane For Cinema 4D developer / 3d generalist

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nbeyond
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still at this state the diplacement seems kinda "hard/tricky" to use... =/ (at least on hard surface)
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Syd_86
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Maybe! :?
Try changing the value shift.
Example:
Amount 0.010
Shift -0.010 or -0.005
and pyramid try using spherical UV
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