Megascans and Octane Workflow

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

Moderator: juanjgon

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djh0987
Licensed Customer
Posts: 4
Joined: Sun Jan 31, 2016 8:51 am

Has anyone had success using Megascans with Octane in LW? I can't seem to produce the results I've seen in other applications.

For example, I'm trying to use a displacement map on a plane for the ground texture, but I'm getting TONS of tearing when increasing the displacement amount. It only looks ok if I'm viewing it from above. I've seen so many other artists use the displacement map to create very detailed grounds, and I can't figure out what I'm doing wrong.

I found a video using C4D/Octane and he has no problem getting a lot of detail with only a 2K texture map. My maps are 8K (original map downloaded in 4K, exported surface maps to 8K - might be part of the issue?) and I'm not getting anything close to the detail he has. Here's the video: https://www.youtube.com/watch?v=0CYwHccQPMQ

Also, does anyone have suggestions on the node setup for the fuzz map? It's my understanding that it's a mask to isolate the fuzz but I'm not sure which nodes to set up to make it work.

Here are some screenshots of my setup.
Ground Tearing Megascans and Octane.jpg
Displacement Settings.jpg
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Hi,

I have no experience working with the Magascans texture maps, but this displacement seems weird. Can you please send me the scene and the displacement texture to test it here? Perhaps there is a problem with the scene scale, or something related to the ray epsilon parameter in the kernel ... it is hard to say without the scene.

Thanks,
-Juanjo
Iceman9
Licensed Customer
Posts: 217
Joined: Sun Jun 09, 2013 1:22 am

I too had disappointing results w/megascan and am eager for more information.
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

I think that the main issue can be related to use 8 bit images for displacement. You should use always 32 bit float images to avoid the displacement "steps".

From the screen grab, I think that you are not using the latest plugin build. Can you please update it to the 3.06 version? The displacement node has some additional parameters to control the displacement texture filtering, that could help to remove these problems.

Thanks,
-Juanjo
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