Hi,
So I've been generating height maps out of World Machine as TIFF 16bit and putting them on planes as displacement maps in Octane. Results are so so so good, however on the edges, I've been dealing with these problems where certain polygons are either severely stretched up or down (see attached photo). From reading other forum posts on here it seems that blurring the height map in PS by 1-2 pixels as well as exporting as 32-bit could fix the issue. In World Machine, the only output I see that is 32 bit is RAW and the displacement channel in Octane doesn't recognize it. I tried blurring the 16-bit image but that does not help.
Does anyone have a workaround or fix for this? I could always use a relief map, but then I have to add lots and lots more geometry to my scene.
Thanks
Displacement Issue
Moderators: ChrisHekman, aoktar
I think this comes from the +1 pixel in WM settings, mostly used for tiling. Try disabling it if you don't need it.
If you have just one map, you can copy/paste one line of pixel as a fix.
Also, you can export 32bit RAW from WM and rename the file as .exr and it will work.
Kind regards.
If you have just one map, you can copy/paste one line of pixel as a fix.
Also, you can export 32bit RAW from WM and rename the file as .exr and it will work.
Kind regards.
aiven.net
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- alecmaassen
- Posts: 64
- Joined: Wed Jun 04, 2014 5:29 pm
I've turned off the +1 pixel in WM. This was as 4096x4096. When I export as a Raw-FP32, it has a .r32 extension and if I change it to .exr, it still does not work. All the options for exporting height maps in World Machine are: Terragen, Leveller, PNG, Povray-TGA-RAW16, RAW-FP32, BT, PGM, TIFF (16Bit), HFZ.aiven wrote:I think this comes from the +1 pixel in WM settings, mostly used for tiling. Try disabling it if you don't need it.
If you have just one map, you can copy/paste one line of pixel as a fix.
Also, you can export 32bit RAW from WM and rename the file as .exr and it will work.
Kind regards.
Is there another format that I am supposed to be using in order to get this exported as 32bit?
I am solving this issue by adding a transform node to the displacement image with increasing it's size by 0.05 or similar. That way the borders get clean.
Cheers - Ron
Cheers - Ron
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- alecmaassen
- Posts: 64
- Joined: Wed Jun 04, 2014 5:29 pm
Are you talking about the UV transform in the ImageTexture settings?Ron wrote:I am solving this issue by adding a transform node to the displacement image with increasing it's size by 0.05 or similar. That way the borders get clean.
Cheers - Ron
- alecmaassen
- Posts: 64
- Joined: Wed Jun 04, 2014 5:29 pm
That solved my issue. All I had to do was scale it from 1.0 to 1.01. What a weird workaround but thanks!