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Box mapped displacement issue

Posted: Tue Oct 01, 2019 4:00 am
by smount1
This may be a bug but it's probably me.

I can't figure out why my 'displacement' is a different size when it's connected to the same projection node (map type Box) that controls the color texture. The 'vertex displacement' node, which is connected to the same texture as the displacement node, works fine, but when I switch to the displacement node the textures seems to scale and match the Mesh UV coordinates instead. Plz help

weird.
Octane-vertex disp test.rar
(2.32 MiB) Downloaded 191 times
displacement error.jpg

Re: Box mapped displacement issue

Posted: Tue Oct 01, 2019 8:09 am
by juanjgon
The conventional old displacement only works over UV mapped objects. It is not compatible with all the other projection nodes.

Thanks,
-Juanjo

Re: Box mapped displacement issue

Posted: Tue Oct 01, 2019 11:20 pm
by smount1
Ah ok, thanks for the heads up. Is it possible that it will be made compatible at some time in the foreseeable near future? I think it would be a very useful feature for users.

Re: Box mapped displacement issue

Posted: Wed Oct 02, 2019 1:03 pm
by juanjgon
I don't think so. The problem is that the old conventional displacement is done at render time, so any additional overhead in the texture mapping transformations can have a huge impact on the rendering performance.

Thanks,
-Juanjo

Re: Box mapped displacement issue

Posted: Sat Oct 05, 2019 9:46 pm
by smount1
ok, well thank you J.

Re: Box mapped displacement issue

Posted: Tue Apr 14, 2020 3:04 am
by smount1
I've noticed that you seem to be able to use the Octane Displacement node, on geometry that hasn't been UV mapped, when you connect the Octane Utilities UV Map node to the Normal input on the root Surface node. So doing things like cubic mapping by using UV Map node, instead of a projector node, seems to work okay with displacement, so far. The IPR doesn't seem to automatically refresh when you change various values in the UV Map node, so you need to have the scene do a full reload.

I was experimenting with gravel and using the UV Map node to control the vector coordinates of several maps (aka cubic mapping), and it was working.

Is this a usable setup for using the Octane Displacement node, or am I asking for trouble down the road?
just the displacement here
just the displacement here
tree.jpg

Re: Box mapped displacement issue

Posted: Tue Apr 14, 2020 8:07 am
by juanjgon
This node builds a UV map on the plugin side at the scene extraction time. This is why it is indeed compatible with the displacement node.

Thanks,
-Juanjo

Re: Box mapped displacement issue

Posted: Tue Apr 14, 2020 6:41 pm
by smount1
great to hear, thank you J.