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Normal On Displacement

Posted: Thu Aug 06, 2015 2:06 pm
by LFedit
I guess I have never really done this but after doing research it should be possible. I just have a displacement for the larger details and a normal for the smaller ones, but this happens...

It is like cutting the map in half.. Half displacement and half normal. Just on a standard plane uved..

Re: Normal On Displacement

Posted: Thu Aug 06, 2015 2:16 pm
by face_off
You need to quadruple the polygons on the base mesh I think. Small displacement effects on large polygons do not work well.

Re: Normal On Displacement

Posted: Thu Aug 06, 2015 4:42 pm
by LFedit
I tried that as well. Still nothing. Works in Modo.. and the top right is correct in each of the polys..

Re: Normal On Displacement

Posted: Thu Aug 06, 2015 10:52 pm
by face_off
I tried that as well. Still nothing. Works in Modo.. and the top right is correct in each of the polys..
Keep adding more polys until it works - it will eventually :-). And double-check the ray epsilon is not the issue.

Paul

Re: Normal On Displacement

Posted: Fri Aug 07, 2015 2:01 pm
by rafaelcoppola
I was going to talk now about to check out ray epsilon =D

Re: Normal On Displacement

Posted: Fri Aug 07, 2015 4:02 pm
by LFedit
Ray Epsilon didn't fix it. And I tried subdivided basically until there was 65000 polys and it just made it jaggidy still.

I have a workaround. Baked the displacment, then applied to the normals to the baked geo. just sucks because if I want to make a change I would have to change the height, then rebake, then reunwrap and re apply the normal. I guess get it right the first time :(

Thanks for trying to help. I wonder if anyone else will run into this problem...

Re: Normal On Displacement

Posted: Fri Aug 07, 2015 9:19 pm
by face_off
I have a workaround. Baked the displacment, then applied to the normals to the baked geo. just sucks because if I want to make a change I would have to change the height, then rebake, then reunwrap and re apply the normal. I guess get it right the first time :(
If this is the case, it needs to be reported to Otoy. May I suggest saving the scene to ORBX and posting this as a bug in the Octane Standalone 2.24 thread.

Thanks

Paul