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correct way to use displacement map

Posted: Mon Oct 07, 2019 6:13 am
by rodney71
so i am running into a puzzling mess whenever i try to plug in a displacement map in my model. I want it to apply the map to the twist off cap of my model and have a uv map assigned to just that area.
this shows what it should look like from the modo renderer.
Clipboard Image (1).png
And this is my setup that plugs the displacement map into my mix node. as soon as i do that, the white material turns to clear and separates the model into separate pieces as you see in the Octane render view
Clipboard Image (2).png
what is the correct way to set this up in the octane node setup? here is the sample file to troubleshoot if you're interested in helping a newcomer out.

thank you kindly,
Rod.

Re: correct way to use displacement map

Posted: Mon Oct 07, 2019 1:01 pm
by funk
I noticed some of your polys weren't part of the UV map which was selected for displacement. One of Octane's quirks is that all polygons need to be UVed for texture displacement.

Select all polys that have no UVs, do a quick UV projection, then shrink them down in your UV map. Place them in a section where your UV texture map color is 0,0,0 (or 0.5 in your case).
NOTE: Try not to make them too small in the UV map, otherwise Octane seems to create artifacts in your scene for some reason...

I would also recommend you use a 32 bit EXR for your displacement. Make sure your undisplaced color is exactly 0,0,0 (or 0.5,0.5,0.5), to avoid any displacement on polys where you dont want it.
octane_displacment_uv_everything.png

Re: correct way to use displacement map

Posted: Tue Oct 08, 2019 2:12 am
by rodney71
you know...i was beginning to suspect that uv limitation but didn't want to assume anything. thanks for making that crystal clear for me. man, if you're ever in Portland let me buy you a beer. you've been so helpful.
Rod.