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Broken Displacements...

Posted: Thu Mar 24, 2016 8:26 am
by gogopig
hi.
i make some sculpt model...
but some problem on octane render..
i think setting is correct, but result is devastating .

but this displacement is good working..! on c4d original renderer...!!!

somebody help me?

i'm attach my files...
broken displacement
broken displacement
problems.zip
(52.75 MiB) Downloaded 181 times

Re: Broken Displacements...

Posted: Thu Mar 24, 2016 9:35 am
by bepeg4d
Hi gogopig,
the Octane displacement is completely different compared with the c4d internal one. In particular, it only works with black and white images, possibly with high depth. Always use an Imagetexture node before loading any kind of texture in c4dOctane.
Another important aspect is that a correct UV unwrap is needed without overlapping polygons.
UV_old.jpg
The uv unwrap of your mesh was not good, could you retry with this version, please?
UV_new.jpg
brokendisp_Main_b.c4d.zip
(66.12 KiB) Downloaded 117 times
ciao beppe

Re: Broken Displacements...

Posted: Thu Mar 24, 2016 9:42 am
by gogopig
oh thanks!!!

I will try learn good"UVmap" making...


Thank you very much bepe !

Re: Broken Displacements...

Posted: Fri Mar 25, 2016 1:45 am
by gogopig
bepeg4d wrote:Hi gogopig,
the Octane displacement is completely different compared with the c4d internal one. In particular, it only works with black and white images, possibly with high depth. Always use an Imagetexture node before loading any kind of texture in c4dOctane.
Another important aspect is that a correct UV unwrap is needed without overlapping polygons.
The attachment UV_old.jpg is no longer available
The uv unwrap of your mesh was not good, could you retry with this version, please?
ciao beppe
thanks your Reply bepe.
but i not yet resolved this problem.
prob2.PNG
I try Grayscale displacement map, good UV map.
but still problem...
failsculpt.zip
(17.33 MiB) Downloaded 135 times
Still too difficult for beginners.

Re: Broken Displacements...

Posted: Fri Mar 25, 2016 11:37 am
by bepeg4d
hi,
here is my attempt, it's not perfect, probably with 8k texture would be better :roll:
the sculpt displacement is totally different and the only one that seems similar is in rgb world mode, round geometry active, type normal, inverted active :roll:
http://www.beppegullotta.it/testV3/failsculpt_b.c4d.7z
ciao beppe

edit: I forgot to mention that I have used the v3 alpha 6 where the shift value is changed in mid level.
viewtopic.php?f=85&t=51856