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Displacement exploding the polygons
Posted: Fri Jun 09, 2017 2:36 pm
by parsanice
Hello octane people,
I'm trying to make an ice cream cone using displacements ( with C4D's "tiles" node ). I've made the UV and everything, the only problem is that the displacement tears the edges of the cone, making it very noticeable. Especially in my case which I'm trying to achieve realistic results.
I've read here:
viewtopic.php?f=30&t=61685&p=315564&hil ... nt#p315564 that I should turn off the angle limit on phong tag, while that DOES make some changes, it doesn't fix it.
I've tried anything that I thought was relatable and failed. I've even tried crazy stuff like using a falloff node to only have displacement on the center of the cone and not the edges, but that doesn't work and I'm not good with nodes at all.
I appreciate it if anyone helped me on this.
Re: Displacement exploding the polygons
Posted: Sat Jun 10, 2017 10:22 am
by parsanice
I found a way around it. Nothing on these forums or the whole internet helped me, in fact, it seems like a serious problem that many people have and the devs can't fix it!
Anyways, I got around it by creating a Displacer modifier ( and making it a child of the cone ) and went in " Shading " tab, changing " Channel " to " Displacement ",
created a C4D material, put the displacement ( in my case, Tiles ) in the displacement part of the material, and added the material to the MODIFIER.
Then dragged and dropped the material's tag in the " Texture Tag " part of the modifier.
For this to work, the object HAS to be subdivided so the displacer can give accurate results.
I then tweaked the options in " Object " tab until it gave close results, but it started to make some weird results. ( attached. )
I changed " Type " in " Object " tab from Intensity (Centered) to Intensity. And it was fixed! Exactly same results, but with the edges fixed.
This would change depending on the project, of course. It worked perfectly for me.
The only problem with this method is that it needs lots of VRAM. For this project, it took 1.762Gb with 2,193,408 polys!
Hope it helps.
Re: Displacement exploding the polygons
Posted: Sat Jun 10, 2017 10:40 am
by aoktar
Here is a sample for showing what you have to pay attention.
Re: Displacement exploding the polygons
Posted: Sat Aug 19, 2017 6:46 pm
by aggiechase37
Ok aoktar, other than paying attention, how do you get this result? Phone tag? What?
Re: Displacement exploding the polygons
Posted: Sat Aug 19, 2017 10:01 pm
by TonyBoy
A bevel might help. A phong adjustment would be sweet.
Re: Displacement exploding the polygons
Posted: Sun Aug 20, 2017 12:58 pm
by aggiechase37
Bevel and phong ineffective
Re: Displacement exploding the polygons
Posted: Sun Aug 20, 2017 2:45 pm
by NVN
Sry I Think Octane Displacement is BULLSHIT and not useable,because you see every Time the f****** edge.
Its better to sculp your geo. or use C4d Displacer.
I cant understood Why Otoy not fix their displacer...its Not useable.
Re: Displacement exploding the polygons
Posted: Mon Aug 21, 2017 1:13 pm
by bepeg4d
Hi NVN,
thanks for your kind words.
Please, have a look at this other discussion:
viewtopic.php?f=30&t=62095&p=317480&hil ... nt#p317480
ciao beppe
Re: Displacement exploding the polygons
Posted: Mon Aug 21, 2017 6:46 pm
by NVN
im sorry but it angers me.
First...Phong tag deactivating is a workaround but not a solution.
And....i need my phong tag for my geometry hard edges or something else.
And it works not perfect u will see black holes on some edge also....
I want a perfect Displacement which i can use for Box-Mapping also.