Hi guys, I tried looking if someone else had the same Problem but couldnt find it. So here we go:
I created a terrain in World Creator 2022.2.1. and exported the height map. I want to use it on 1) a Plane only visible in the render that has the Octane Material with the Displacement powered by the Height Map and 2) on a duplicate of that plane only visible in the viewport with a c4d displacer modifier that is powered by the same Height Map as used in the Octane Material.
Basically I want to have 1) the octane plane for render and 2) the c4d plane as proxy for the viewport and also as a base for Octane Scatter.
Both planes are identical, both height maps are imported the same, linear color space. everything is the same but both displacements do different things and Im losing my mind over it.
Any ideas? I'll gladly provide more info and screenshots if needed.
PS: I basically followed this tutorial: https://help.otoy.com/hc/en-us/articles ... Quickstart
World Creator Height Map - Same Map - Different Outcome
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- silanbekjarov
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Last edited by silanbekjarov on Fri Feb 17, 2023 8:01 pm, edited 1 time in total.
- jayroth2020
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Check your displacement midpoint on the Octane Displacement node.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
- silanbekjarov
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I tried with 0, .5 and 1 and basically everything in between. No chance.. The displacement on both planes just looks different.
- jayroth2020
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This Octane Texture Displacement will ALWAYS look different than the C4D Displacement Modifier, if, for no other reason, the resolution of the effect. Octane is working in voxels to displace, vs. polygons in the displacement modifier. Best if you post some pictures at this point...
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
- silanbekjarov
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Sure I gladly post screenshots. And Im aware its not gonna be like 1000% the same, but they dont start at the same level and they are different heights. This way I would not be able to have any scattering on the terrain, as it doesnt match not even nearly. I wonder if someone from OTOY could actually go back to that tutorial with Aaron and give a more detailed step by step as there are key elements missing. Just like the fact that the base terrain in WorldCreator is actually 1024x1024m but in the tutorial they use 2048m, also the terrain height of the island preset from world creator has another height as they are using to set up the displacer and I cant seem to understand why and on what grounds.
See my screenshots here:
How Ive set up the Octane Shader (Ive turned off the color map for visibility purpose)

Both the Octane Render Plane and the C4D Proxy Reference Plane are set up exactly the same.

This is how the Displacer Modifier is set up. Both Shader Maps in the Displacer and in the Octane Shader use Linear space. Both use a 32bit exr height map.

Left Cinema Viewport, Right Octane Render LiveViewer

Both overlapping in Viewport and Octane Render LiveViewer

With original created in World Creator

World Creator Height map settings

See my screenshots here:
How Ive set up the Octane Shader (Ive turned off the color map for visibility purpose)

Both the Octane Render Plane and the C4D Proxy Reference Plane are set up exactly the same.

This is how the Displacer Modifier is set up. Both Shader Maps in the Displacer and in the Octane Shader use Linear space. Both use a 32bit exr height map.

Left Cinema Viewport, Right Octane Render LiveViewer

Both overlapping in Viewport and Octane Render LiveViewer

With original created in World Creator

World Creator Height map settings

- jayroth2020
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From the screenshots you posted, it appears the issue is with the displacer modifier, not Octane. Instead of "Intensity Centered", try one of the other Type options.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
- silanbekjarov
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I tried that but with no solution unfortunately.. Im just wondering because I followed everything explicitly in the tutorial. And this was mentioned explicitly.. Anyone from octane can shed some insight in regards to that tutorial?
- jayroth2020
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I wrote the World Creator Guide for Octane, where I documented Aaron Westwood's process. I recommend you file a support ticket [email protected] so that we can take a peek at your scene.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
- silanbekjarov
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- Joined: Tue Apr 13, 2021 12:52 pm
Hey Jay,
sorry I feel a bit stupid I didn't realize. Im sorry for sounding ignorant.
Im a bit frustrated with the problem. So where I am at: I can definitely set up the octane scatter successfully on the plane that is displaces inside the octane universal shader with a displacement and the displacement map. But I noticed something that reminded me of something I had no thought about before: I saw that the displacer (C4D Modifier) is displacing in bot the negative and positive space. This is the main reason why both look different. Octane only displaces into the positive space. Which is a bit of a drag. The parts that should go down just dont go down. And also there is the problem with the gamma, octanes being 2.2 and cinemas being 1. This one can fix with an effect on the shader. But the fact that octane displaces differently is indeed a problem, which would be great to solve I think.
Reading your tutorial I thought it was very smart to use a proxy/reference c4d displaced plane but since it is not mirroring exactly what is shown in the render view it kinda loses purpose. I would be eager to know how Aaron Westwood does this and if he has a solution or he just uses a "roundabout" plane that gives him a rough feeling of where things are. Nothing wrong with that, Im just wondering if thats the case..
Thank you for sticking around and trying to help. Really appreciate your time!
Silan
sorry I feel a bit stupid I didn't realize. Im sorry for sounding ignorant.
Im a bit frustrated with the problem. So where I am at: I can definitely set up the octane scatter successfully on the plane that is displaces inside the octane universal shader with a displacement and the displacement map. But I noticed something that reminded me of something I had no thought about before: I saw that the displacer (C4D Modifier) is displacing in bot the negative and positive space. This is the main reason why both look different. Octane only displaces into the positive space. Which is a bit of a drag. The parts that should go down just dont go down. And also there is the problem with the gamma, octanes being 2.2 and cinemas being 1. This one can fix with an effect on the shader. But the fact that octane displaces differently is indeed a problem, which would be great to solve I think.
Reading your tutorial I thought it was very smart to use a proxy/reference c4d displaced plane but since it is not mirroring exactly what is shown in the render view it kinda loses purpose. I would be eager to know how Aaron Westwood does this and if he has a solution or he just uses a "roundabout" plane that gives him a rough feeling of where things are. Nothing wrong with that, Im just wondering if thats the case..
Thank you for sticking around and trying to help. Really appreciate your time!
Silan
- jayroth2020
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- Joined: Mon May 04, 2020 7:30 pm
Hi Silan, my apologies, I did not mean to imply ignorance, quite the contrary. If I can make that guide (or any other docs) better, then I will do so. I reviewed the files I used to create the guide and everything I reviewed works as I had written it. That you are experiencing a different result is why I suggest filing a ticket and sending in your scene. It is always possible that a condition exists in your assets that I did not encounter when I was writing the guide. I can tell you that Aaron's workflow is solid, and he has all of the examples one would require to make that assessment.
Regarding the gamma issue, you can easily change the gamma of any image via the Image Texture node (older, but still valid description here: https://docs.otoy.com/cinema4d/ImageTexture.html) so that should not be an issue for you. I would still request you filing a ticket and having us take a look at your scene (or you can DM me or post it here, if you like.)
Regarding the gamma issue, you can easily change the gamma of any image via the Image Texture node (older, but still valid description here: https://docs.otoy.com/cinema4d/ImageTexture.html) so that should not be an issue for you. I would still request you filing a ticket and having us take a look at your scene (or you can DM me or post it here, if you like.)
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D