Displacement node doesn't recognize .dds file format
Posted: Thu Jan 16, 2025 10:47 am
by Hurricane046
We converted all our current scenes to .dds texture format (originally used .pngs and .jpgs) and suddenly all our Displacement nodes stopped working. We're not sure if this is Octane issue or our .dds encoder issue.
It's sort of fixable when you put Baking texture node before the Displacement node but it kinda lowers the quality and it would be nice to have the option to use .dds directly without any extra nodes.
Re: Displacement node doesn't recognize .dds file format
Posted: Thu Jan 16, 2025 4:25 pm
by Hurricane046
I just carpet bombed my scenes with .dds conversion. I've been using .jpg and .png images up to this point and then our TD said "try .dds, it's faster" and I conducted the following test which had absolutely bonkers results.
This carpet bombing conversion led to EVERY texture present in the scenes being converted to .dds, this means the displacements as well. It's not really big issue, we'll keep using .pngs or .psd files for displacements. It was just weird everything accepted these .dds files except the displacement node.
Re: Displacement node doesn't recognize .dds file format
Posted: Thu Jan 16, 2025 6:12 pm
by Hurricane046
I think I'm getting confused a bit here. You're trying to explain that .dds isn't supported by Octane Displacement node because no artists would really ever consider .dds as an texture input for the Displacement node and would rather stick to formats like .exr? If that's the case then I understand why the support wasn't included. That being said - I think there is no harm in adding such support?
Re: Displacement node doesn't recognize .dds file format
Posted: Thu Jan 16, 2025 6:36 pm
by Hurricane046
I'm surprised more artists aren't using .dds when it makes octane live viewer startup this much faster. In some cases I measured 4 times faster octane startup time compared to .png and .jpg formats.