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Displacement mirrored (border mode is correct)
Posted: Fri Mar 10, 2017 2:09 am
by miroklasinc
hi there,
I have set up a leather shader and mixed it with a darker one to emboss a logo and some icons.
the float texture I used works just fine but for some reason the displacement gets mirrored, even though I have set the border mode of the image texture node to white color.
the weird thing is, it works fine for the AMOUNT parameter of the mix material (darker leather visible where it should be) but not for the displacement. it's clearly mirrored over the whole surface. I just can't figure out what I'm doing wrong or whatever causes this to happen.
![2017-03-09 18_01_30-CINEMA 4D R18.041 Studio (RC - R18) - [DN_logo_reveal_book_01.c4d _] - Main.png (851.96 KiB) Viewed 3521 times right lower triangle has darker leather on it, however the displacement is mirrored](./download/file.php?id=60223&t=1)
- right lower triangle has darker leather on it, however the displacement is mirrored
any help much appreciated.
thanks,
miro
Re: Displacement mirrored (border mode is correct)
Posted: Fri Mar 10, 2017 6:40 am
by Ron
Could you show your node setup? Would be easier to see what's going on.
Re: Displacement mirrored (border mode is correct)
Posted: Fri Mar 10, 2017 7:07 am
by miroklasinc
will do this first thing tomorrow morning! thanks!
Re: Displacement mirrored (border mode is correct)
Posted: Fri Mar 10, 2017 9:23 am
by bepeg4d
Hi miroklasinc,
the Border mode has no effect on displacement, for the same reason why we cannot mix or modify in any way the image texture used as displacement.
Probably your uvs are mirrored, I guess.
ciao beppe
Re: Displacement mirrored (border mode is correct)
Posted: Fri Mar 10, 2017 6:11 pm
by miroklasinc
hi guys, thanks for your input.
I'm using a regular plane so I'm not sure how the UV mirroring could happen? do you know bepeg4d?
here is another screenshot

- LOGO_LEATHER using image texture to mix materials, and using another image texture (slightly blurred) to displace the mixed material
does that help? let me know if you need anything else!
thanks!
Re: Displacement mirrored (border mode is correct)
Posted: Fri Mar 10, 2017 7:32 pm
by Ron
Just to be clear: you want the displaced texture to be raised up over the plane? If so, you just need to put a color correction node after the displacement and invert it.
Re: Displacement mirrored (border mode is correct)
Posted: Fri Mar 10, 2017 8:22 pm
by miroklasinc
actually I want the rest of the plane lifted so the darker texture is embossed.
just talked to a friend who's amazing in octane and he came across the same problem in the past, so for now I ended up tripling the size of the displacement map while maintaining the logo/symbols scale so the mirroring effect takes place way outside of the visible camera. apparently it's a know issue..
Re: Displacement mirrored (border mode is correct)
Posted: Sat Mar 11, 2017 11:23 pm
by jayroth
bepeg4d wrote:
the Border mode has no effect on displacement, for the same reason why we cannot mix or modify in any way the image texture used as displacement.
ciao beppe
Can you elaborate, please?
Re: Displacement mirrored (border mode is correct)
Posted: Mon Mar 13, 2017 6:23 pm
by miroklasinc
I think what he's trying to say is that you can't really do much with displacement maps. apparently you can only scale and transform them but no other parameters work.
however, that's really weird as it shouldn't be treated any differently from all other notes imo
Re: Displacement mirrored (border mode is correct)
Posted: Tue Mar 14, 2017 9:56 am
by bepeg4d
Hi,
yes correct, unfortunately, the price for the speed and quality of Octane displacement is less flexibility. Since it has to handle geometry, is not like all the other material nodes.
With complex objects better to work with Bodypaint to match the displacement textures. With simple object better to correct the map in PS or similar, for mixing, tiling ecc.
Another solution is to use the internal baking feature at high res, possibly in a simple scene with only one object, export to Standalone in .ocs from LV, then it is possible to substitute the shader with the baked map in the "asset" folder.
ciao beppe