Vertex Map Quality

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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dbalzer
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Hi Aoktar,

I just did a quick test with the new vertex map node and are wondering how to get better quality results.

My understanding is that Octane transforms the vertex map into a black and white image which can then be plugged into other nodes to drive alphas, displacement and so on. The quality issue seems to be related to polygon density to an extend but isn't fully resolved by upping more poly's. I set the c4d shader size to 1k and upped the displacement res as well but that doesn't make a difference either. Is there a work around to this issue? It might be my mistake of using it wrongly but if not it kind of makes the vertex shader useless for displacement mapping which is a pitty as this is such a great implementation.

I attached an image to show better what I mean.

Thanks,
Daniel
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2017-01-09_16-03-30.jpg
Windows 8.1/Cinema4D R16/1x GTX 980Ti + external GPU expander with 2x GTX 980Ti's and 2x GTX 970's
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aoktar
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It's not about vertexmap quality. I think renderer ignores 2. uv_coordinates in displacement. Because my implementation generates extra uv at uvset2 and an image per vertexmap. It's 4x4 pixels per face by default and no need to be bigger.
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mbutler2
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Can you tell us what that means?
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aoktar
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mbutler2 wrote:Can you tell us what that means?
What? I explained as i could do. It's not about quality of vertexmaps. There is a problem on displacement texture. It's not recognising uvset2.
Octane For Cinema 4D developer / 3d generalist

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