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Octane Displacement Issue

Posted: Mon Nov 04, 2019 11:29 am
by fuelnewmedia
Hello,

i recently noticed some holes in the geometry, which is created by the octane displacement. The holes are moslty visible on the faces, which are perpendicular to the eye and are greater the lower the resolution of the displacement map is. The wholes begin to disappear, when you turn up the resolition, (compare 256x256 and 1024x1024 on the example images), but they never go away completely. The example is a standard plane with an dents noise and 50cm displacement rendered with version V4.05 R5. The "steps" of the displacement are somehow not interpolating very well between the different values and it kind of looks like an "outline" at the edges of the bumps. I also tried it with Version 3.05, but the result is the same. Am i doing some fundamentally wrong or is this an octane related issue? This seems too me a very basic issue, but i couldnt find any comparable thread on the forum.

Thanks for any help.
Dents Displacement  res 256x256
Dents Displacement res 256x256
Dents Displacement  res 1024x1024
Dents Displacement res 1024x1024

Re: Octane Displacement Issue

Posted: Mon Nov 04, 2019 12:25 pm
by bepeg4d
Octane original Voxel Displacement has some limitations, for example if the amount is too high, with low base geometry subdivision.
For this reason, there is a new Vector/SubPolygon Displacement in v2019.1:
http://www.aoktar.com/octane/WhatsNewin2018120191.html
ciao Beppe

Re: Octane Displacement Issue

Posted: Mon Nov 04, 2019 2:28 pm
by fuelnewmedia
Hi beppe,
thanks for your reply. I will give the vector/subpolygon displacement a shot.
But for the voxel displacement:
I tried subdividing the plane before and used a height map instead of a procedural texture. But the outcome was the same. Is there a way to avoid these cracks in the geo other than cranking up the resolution and using displacement filter?

Thanks in advance

Re: Octane Displacement Issue

Posted: Tue Nov 05, 2019 7:26 am
by bepeg4d
If I remember wall it is camera distance/position dependent, and the only solution is to subdivide the base mesh.
Please, give a try to ther new Vector displacement, if used with an Octane Object Tag/Subdivision, you can have the base mesh not subdivided in c4d, and have the correct subdivision, with corner control, only at render time, and It works with any kind of procedural node without baking:
C324338C-DE01-4BFB-AEAF-7FD8B20D2B81.jpeg
ciao Beppe