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Is there a solution to displacement 'tearing'?

Posted: Sat Aug 01, 2015 6:44 pm
by MoGrafik
Hi everyone,

Searched through various forum threads on here, but haven't found a definitive answer.
Does anyone know if there's a solution to the tearing / artefacts that seem to always be produced with using displacement?

I'm trying to work on a terrain, that requires displacement to get the full level of detail, however, even with the tiniest amount of displacement, there's always very obvious artefacts.

I tried setting the shift to minus the half amount of the the displacement, but it just made things worse! (see second image)

Is there a workaround for this? Or is a fix on its way?
I'm using the latest build (2.23.2 R6.2) with gpu drivers updated today!

Would be great to get some more info on these, even if it's that it can't be done: I'm soon going to be embarking on a pretty big-scale project that will be quite reliant on displacement, so if there's no work around I'll be forced to look into using a different renderer (which will really suck as I like octane, and have a computer with GPUs specifically for it!)

Would really appreciate any help.
Thanks
displace.jpg
displace 2.jpg

Re: Is there a solution to displacement 'tearing'?

Posted: Sat Aug 01, 2015 6:51 pm
by TonyBoy
The object displaced could use a higher subdivision (the facets may account for the tearing ).

Re: Is there a solution to displacement 'tearing'?

Posted: Sat Aug 01, 2015 7:32 pm
by aoktar
Use highest resolution and 32bit images. But that's not a good idea to use single displacements for very large areas.

Re: Is there a solution to displacement 'tearing'?

Posted: Sat Aug 01, 2015 8:10 pm
by MoGrafik
hey guys,
thanks very much for your replies - I'll try that out.
Yeah, Aoktar, I know what you mean, but the terrain will be quite far from camera, so I'm hoping it'll work ok.

Re: Is there a solution to displacement 'tearing'?

Posted: Sun Aug 02, 2015 11:44 am
by MoGrafik
Hey there guys,
I haven't had any success with making displacement work, sadly.
The software I'm modelling with is capable of only outputting up to 16 bit displacement maps, unfortunately.
That said, it works absolutely fine with c4d standard engine (see image)
Mountain 03 AR.jpg
I've also tried with other engines, but it doesn't seem to have the same tearing issues.

I also tried outputting the mesh REALLY high resolution and using the tiniest amount of displacement, however it immediately causes tearing in the geometry.

Here are a few of my renders.
Here's with no displacement:
no disp.jpg
I'll post up a scene file in a second. I'd really appreciate any information on this. Like I say, even if it's that Octane will always have this problem.
Thanks


Here's with a tiny bit:

Re: Is there a solution to displacement 'tearing'?

Posted: Sun Aug 02, 2015 12:46 pm
by Yambo
It׳s not the best solution the all scenarios but try to make the terrain with one UVisland. With one UV island the tears should happen only the uv boundaries. So all your terrain should look fine.

Try that and let us know if it helps for that case. No doubts that displacement is hard to work with right now. But hopefully soon with v3.0 it will be better.

Re: Is there a solution to displacement 'tearing'?

Posted: Sun Aug 02, 2015 1:46 pm
by brasco
It's hard to compare Octane's displacement to other displacement methods since it's a voxel (or planar) representation rather than geometry with some clever normal shading.
I'm guessing the normals not resolving properly or passing on the correct shading to those little planes is what causes the nasty dark edges.

cheers
brasc

Re: Is there a solution to displacement 'tearing'?

Posted: Mon Aug 03, 2015 9:32 am
by MoGrafik
Thanks for getting back to me, guys.
Yambo - I'm afraid I'm not too sure what you're describing when you say making all the terrain with one UV island.
At the moment it's one (quite high poly) geometry with one displacement texture - when you say making it with one UV island, is this something that can be done inside cinema 4d? Or does it have to be done in another piece of software?
If you're able to post a link to a tutorial I'd be really grateful.

Brasco - Yeah, I'm not too familiar with the technicalities of standard / voxel displacement, but Octane's seems to work very differently to other engines. I really hope V3 will improve it. I know they said they'd have improved support with zbrush, so that sounds positive. That also suggests they'd change the displacement midpoint from 0 (black) to 50% grey, which seems to be the standard with how render engines calculate displacement.
Thanks guys

Re: Is there a solution to displacement 'tearing'?

Posted: Mon Aug 03, 2015 10:27 am
by Yambo
Well the easiest way to create one UV island to your mesh is to import your terrain mesh to Zbrush and unwrap it with UV master, then import it back to c4d and the displacement tearing will be much better i believe. But i believe you can do it also with c4d relax UV LSCM. Just put a border line selection, tick on cut selected edges and see if it works (I cannot predict the result because it׳s a crappy tool for my opinion and it is doing random shit, but give it a shot).

If you need any assistance creating the UV for the test purpose feel free to PM me the file.