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Another 'zbrush to octane displacement problem' post

Posted: Thu Jun 09, 2016 12:19 pm
by cristiangiro
Hi,
it's been months of research of a workflow that works and every time i give up octane and render with modo.
I still can't figure it out how to make a zbrush displacement work into octane, and it's disappointing.
In the joined picture you can see the same render with modo and the other with octane.

the displacement map is a 32bit exr with mid value of 0
the ray epsilon in octane is of 1 um
i'm running octane 3
i have the same problem with octane on cinema 4d

do we have a known solution for this problem?

Re: Another 'zbrush to octane displacement problem' post

Posted: Thu Jun 09, 2016 12:39 pm
by face_off
Hi - are you able to provide the scene pls? Then I can submit it to Otoy to get a response. Also, have you tried using the Render Cache displacement mapping with the OctaneRender for Modo plugin?

Paul

Re: Another 'zbrush to octane displacement problem' post

Posted: Thu Jun 09, 2016 1:04 pm
by cristiangiro
Do you mean activating the "use modo render cache" in the octane preferences?
if yes, yes it's enabled
i'm uploading the scene for you

Re: Another 'zbrush to octane displacement problem' post

Posted: Fri Jun 10, 2016 10:28 am
by face_off
The Octane displacement mapping is indeed producing artifacts. I have uploaded the scene to Otoy, who can investigate further.

You can use Modo displacement by a) ticking Preferences->Rendering->Octane->Use Modo Render Cache and b) ticking Kernel->Setting->Polygon Displacement. This will ignore the displacement map in Modo, and will instead use the micro-polys generated by the Modo renderer. Unfortunately I ran out of memory on my 16GB Windows PC doing this, but you might have better hardware. You can reduce the tessellation rate of the displacement polys via the Renderer->Settings->Geometry settings - but I don't know enough about those settings to get it working.

You could also try scaling the geometry 100x if the cause of the problem is the ray epsilon.

Paul

Re: Another 'zbrush to octane displacement problem' post

Posted: Sat Jun 11, 2016 10:10 am
by gordonrobb
Been waiting for Otoy to do something about this for a while in standalone. Frustrating as hell.

Re: Another 'zbrush to octane displacement problem' post

Posted: Sat Jun 11, 2016 10:50 am
by cristiangiro
Yeah, it's not like a 'niche' thing, displacement is quite fundamental and it's been really surprising to see very old posts about this problem that keep coming back after ages with no solution...

Re: Another 'zbrush to octane displacement problem' post

Posted: Sun Oct 30, 2016 7:44 pm
by voto1979
Hi, I know that I can use the Modo internal displacement map!
But with the Octane displacement node in Modo I get some strange results (artefact's in form of polygons).

You can see sort of a polygonal or chase pattern! Is this know?
With the Modo displacement map I don't get this?

Re: Another 'zbrush to octane displacement problem' post

Posted: Sun Oct 30, 2016 9:57 pm
by face_off
Hi, I know that I can use the Modo internal displacement map!
But with the Octane displacement node in Modo I get some strange results (artefact's in form of polygons).

You can see sort of a polygonal or chase pattern! Is this know?
With the Modo displacement map I don't get this?
This occurs when you have very long, thin triangles with a displacement map applied. It /may/ be improved with release 3.04.2 (since there have been some tweaks to displacement map rendering). But removing the long, thin triangles is worth a try too.

You can test with the pre-release of the 3.04.2 version of the Modo plugin at https://render.otoy.com/customerdownloa ... _64bit.exe.

Paul

Re: Another 'zbrush to octane displacement problem' post

Posted: Mon Oct 31, 2016 4:40 pm
by voto1979
thanks for the quick answer ... :) I will test the new plugin!