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greyscale vertext attribute and load cage
Posted: Thu Jun 22, 2023 3:30 pm
by jwfvr
hi - seems like the greyscale vertex attribute node does not work if "load cage" is enabled - I am trying to make a material using vertex displacement with weight map but its a no go - is there a way to make this work?
Re: greyscale vertext attribute and load cage
Posted: Thu Jun 22, 2023 4:39 pm
by funk
That's right it doesn't work. I don't know the technical reasons, but "load cage" strips weight/color vertex maps.
I know that vertex map normals can still work, so it may be possible to fix this for other vertex map data. Paul would need to look into it.
Re: greyscale vertext attribute and load cage
Posted: Fri Jun 23, 2023 12:24 am
by face_off
Hi - can you send me a simple scene showing what you are trying to do please?
Thanks
Paul
Re: greyscale vertext attribute and load cage
Posted: Fri Jun 23, 2023 3:30 am
by jwfvr
here is a stripped down version - basically I have a gravel texture, and I am trying to add variation by changing the scale based on a weightmap - this scene is only using a base image but in my full scene I have the usual textures including displacement- hence the need to use load cage.
Re: greyscale vertext attribute and load cage
Posted: Sat Jun 24, 2023 12:10 am
by face_off
Thanks. A quick question - could you set the Subd Level of the plane to 0 and UNTICK Load Cage?
Paul
Re: greyscale vertext attribute and load cage
Posted: Sat Jun 24, 2023 12:50 am
by funk
Paul, if you don't enable load cage, then try to use vertex displacement with any subdivision level above 0 (on the displacement node), you will get splits between polygons.
jwfr, I just thought about another issue, even if this was fixed. Octane can't use vertex attributes in displacement (it's a limitation).
You could use them to create your diffuse texture, but it ignores vertex attribute nodes when connected to displacement.
Re: greyscale vertext attribute and load cage
Posted: Sat Jun 24, 2023 4:17 am
by jwfvr
ok got it - yes it works if I use a diffuse texture so I think that's the way to go. thank you!