jayroth, that will not fix this problem because the normals are not entirely correct then, displacement expects a different kind of approach.
So Pires contacted me through PM (and with his permission:)
Hi Phantom,
I saw your posts about your amazing new software - looks really good! I have a problem with displacement maps on edges in Cinema 4D with an Octane displacement material and posted about it in the forums here:
viewtopic.php?f=30&t=55306
I was wondering how Phantom Architecture works exactly as it sounds like the perfect solution? Could I export a model in OBJ format from Cinema 4D, run it through Architecture to fix the displacement issue, export new OBJ, import new OBJ back into Cinema 4D then render with Octane plugin?? Sorry Im a bit confused what it does!
Finally, when do you think Architecture will be released roughly? I cant wait to try it out if its as good as it sounds
Thanks.
You got the workflow concept entirely right! Pop it in, select which materials you need fixed, optionally save, hit export and then use in Octane Standalone or another program...
Pic:
I did have to import it at sclae 1% cause this cube was so insanely big. Phantom Architecture is geared towards architecture (surprise surprise) so it works best when your surfaces have real life sizes.
Download link:
http://guusthissen.nl/downloads_archite ... NT_FIX.obj
Okay so what is important is that you handle the displacement correctly in Octane. There are some rules you must follow, I've not written the manual yet but in a nutshell:
- Make sure your displacement map has correct color balance, that means the colors should range from full black to full white. Use Photoshop or GIMP to do this.
- In the Octane displacement node, set the Height you want covered
- Play with the Offset until you are happy with the result
Note: In your screenshot above you are trying to get displacement connected on all 3 sides of the cube, that is impossible since we use 2D textures here. (!)
You can get 2 out of the 3 to match, but unless your displacement map has specifically mirrored elements it can physically
never match up, regardless how you work the UV or the mesh. Simply impossible with 2D textures. Think of it
Then I popped in the new OBJ in Octane and applied a displacement you will see that the displacement correctly follows the surfaces now. BUT there are still gaps between the stones because your UV does not match up the right way (could be because of the scale) (Google Sketchup is amazing at doing this right with ease).
