Hi Raphael, I wonder if you ever experienced intersection artifacts with materials that make use of texture displacement maps AND opacity maps (decals essentially) and what’s your work around. If you place such decals on another surface, with some intersection, they punch holes into the other surface around the intersection, especially noticable if the level of details of the displacement is set to low resolutions. Can explain more if needed Looking forward for your answer, and/or see it covered in a future video. Thanks for your great and hard work
Hey there Leonard and thank you very much for your comment. About your question. Unfortunately this really depends on the individual situation. The things that usually work are already mentioned in the video: Set the ray epsilon lower! Set the resolution to the 8K no matter if supported by the input texture. Maybe also experiment around with nested dielectrics priorities. In general I would say, and this is also a disadvantage of the texture displacement, that it tends to artifact more then if you would just have polygon areas. So in some cases, where you have decals, you would need higher thresholds (tolerance distances) or go with vertex displacement. Hope this helps 🤞
Hi Raphael, really thanks for amazing tutorial! I hope that in a next tutorial on displacement you would talk about chaos node in displacement :/ not find a nice workaround for it! Anyway, thanks thanks thanks for your tuts! ❤
That was a fantastic overview! I just wanted to mention that texture displacement doesn't support object motion blur-something I only discovered myself recently.
Thank you very much. Glad you enjoyed the content. I probably will do a recap at the beginning of the PT2. So this comes in handy. Just to be sure: Are you speaking of Vertex Motion Blur. So the Object deforming? If normal translation (movement) motion blur is not working with it, then this must be a bug. Because it was working before...
I've not had any luck masking displacements (either kind) with weight maps. How do you softly mask a displacement map, will bitmap textures as masks work, is that the only way?
Hey there Matt, since texture displacement only works with only one Texture image, you would need to bake everything into one map, including the mask. You can also use two different textures and then use the baking texture to bake both of those into one texture the displacement accepts. I show that at the end of the video: ua-cam.com/video/dEPUrjAGjqI/v-deo.html Unfortunately Vertex Maps are widely unsupported (spoiler also not with Vertex Displacement). If you have good UVs on your object, you could bake your Vertex Maps to a texture beforehand: ua-cam.com/video/gcJNWtI7ouc/v-deo.html Then apply this texture as a mask for the displacement (of course with afterwards applying a baking texture to make the displacement read in the just baked bitmap) Hope this shows you some ways. Though it also shows the limitations of Texture Displacement unfortunately 🥲
Great tutorial. Just wanna know how to blend two different displacement map in a vertex map. Just saw the tutorial that RS can do it. Wondering how to make it in OC. Thx.
Hey there and thank you very much for your comment. This is one of the big disadvantages of Octane right now. It does not do Displacement on Vertex Maps. So there is also no mixing Textures for Displacement via Vertex Maps. The only workaround I found for now is, if your Object is UV unwrapped. You can bake down your Vertex Map into a texture and then bring it back in as a texture mask. Tedious, I know. I will lobby for making Vertex Maps part of the Vertex Displacement Workflow! Cheers and a great time to you!
@ OK let’s hope they will improve from this. By the way I really appreciate your tutorials. Helps me a lot. I thank you from bottom of my heart. Cheers.
Great tutorial👍. May I ask how to transition from black to white in the first step of C4D material gradient projection. I set it from gray to white according to the video😥
The gradient should be from full black to full white. I had another comment that this part could have been explained better, and I agree! What you would do is setting the projection in the material tag to planar. Then rotate so the planar projection looks at the object sideways. Then right click the tag and "fit to object". That should do it. I will probably mention that in the PT2 video.
Erm - correct me if I'm wrong here, but at 7:00 you say that a 16-bit EXR is floating-point. It's not; 16-bit is just 65536 tonal levels (256x256) - did you mean FP16 half precision?
Hey there and thanks for your comment. I am trying to explain, no matter how many values, the 16bit EXR has the capability to float the point. In contrast to integer values that were used in the 16bit Tiff before. Of course in science terms that would be half float, you are totally right here. I am just saying that the point has the possibility to switch position within the value range and therefore floats.
You have wonderful tutorials. Thank you so much
Oh, thanks a lot. That's a great compliment!
Very much appreciate it 🙌✨🙏
Thanks!
You are very welcome 🙏✨🙌
🧼 Thanks for doing this one! Much appreciated
You are very welcome. Glad you like it 🙌
Oh just need this tut!
Thank you very much. I'm glad that it was right for you 🙌
! thank you 🧼
You are very welcome. Appreciate the soap ✨🫧🧼🫧✨
Awesome video! Learned a lot. I often set my displacements maps very fast and I don’t pay attention to all of this. Now I will! Thanks Raphael! 🧼
Ohhh, that's nice to hear. Great it gave you some insights 🙌✨🎉
thank you bro
Also thank you ✨
As always, a fantastic tutorial! And I was thinking the whole time, "there is this Baking Texture", and gotcha, you put it there in the end : )
Thank you. Ha ha yeah. I wanted to save some good thing for the end 😇
Though I barely use it myself 🙃
Hi Raphael,
I wonder if you ever experienced intersection artifacts with materials that make use of texture displacement maps AND opacity maps (decals essentially) and what’s your work around. If you place such decals on another surface, with some intersection, they punch holes into the other surface around the intersection, especially noticable if the level of details of the displacement is set to low resolutions. Can explain more if needed
Looking forward for your answer, and/or see it covered in a future video.
Thanks for your great and hard work
Hey there Leonard and thank you very much for your comment.
About your question.
Unfortunately this really depends on the individual situation.
The things that usually work are already mentioned in the video:
Set the ray epsilon lower! Set the resolution to the 8K no matter if supported by the input texture.
Maybe also experiment around with nested dielectrics priorities.
In general I would say, and this is also a disadvantage of the texture displacement, that it tends to artifact more then if you would just have polygon areas. So in some cases, where you have decals, you would need higher thresholds (tolerance distances) or go with vertex displacement.
Hope this helps 🤞
Thank you very much!
And thank you for your comment and of course for you thanking me... Thank - Ception 🙌😄
🧼 As always everything is sorted out in detail and in depth. Thank you 🧼
Great to hear that. Appreciate the awesome feedback 🙏🎉
hey brilliant baking ideas, i love you man
Hey, thank you. Glad I could give you some ideas 🙌
Hi Raphael, really thanks for amazing tutorial! I hope that in a next tutorial on displacement you would talk about chaos node in displacement :/ not find a nice workaround for it!
Anyway, thanks thanks thanks for your tuts! ❤
Hey hey and thank you very much for your nice words and of course also your suggestion.
I am always open for those. Let me conduct some tests 🙌
Can't wait for tomorrow! ☕
I hope you enjoyed it 🙌
🙏🏻Thank You!
Oh, you are very welcome. Thank you for watching and commenting ❤️🔥
That was a fantastic overview! I just wanted to mention that texture displacement doesn't support object motion blur-something I only discovered myself recently.
Thank you very much. Glad you enjoyed the content. I probably will do a recap at the beginning of the PT2. So this comes in handy.
Just to be sure: Are you speaking of Vertex Motion Blur. So the Object deforming?
If normal translation (movement) motion blur is not working with it, then this must be a bug. Because it was working before...
@@SilverwingVFXYes, exactly. The vertex motion blur! That's what I meant. 😄
🧼 Good stuff, thank you!
And thank you for your great comment and for the soap ✨🙌🫧🧼🫧🙌✨
Your fascinating story encourages me to use Cinema 4D))
You mean with the projections?
It's a really cool thing. Might be that Blender has something similar but I have not found it yet.
I've not had any luck masking displacements (either kind) with weight maps. How do you softly mask a displacement map, will bitmap textures as masks work, is that the only way?
Hey there Matt,
since texture displacement only works with only one Texture image, you would need to bake everything into one map, including the mask.
You can also use two different textures and then use the baking texture to bake both of those into one texture the displacement accepts. I show that at the end of the video: ua-cam.com/video/dEPUrjAGjqI/v-deo.html
Unfortunately Vertex Maps are widely unsupported (spoiler also not with Vertex Displacement). If you have good UVs on your object, you could bake your Vertex Maps to a texture beforehand:
ua-cam.com/video/gcJNWtI7ouc/v-deo.html
Then apply this texture as a mask for the displacement (of course with afterwards applying a baking texture to make the displacement read in the just baked bitmap)
Hope this shows you some ways. Though it also shows the limitations of Texture Displacement unfortunately 🥲
Great tutorial. Just wanna know how to blend two different displacement map in a vertex map. Just saw the tutorial that RS can do it. Wondering how to make it in OC. Thx.
Hey there and thank you very much for your comment.
This is one of the big disadvantages of Octane right now. It does not do Displacement on Vertex Maps. So there is also no mixing Textures for Displacement via Vertex Maps. The only workaround I found for now is, if your Object is UV unwrapped. You can bake down your Vertex Map into a texture and then bring it back in as a texture mask.
Tedious, I know.
I will lobby for making Vertex Maps part of the Vertex Displacement Workflow!
Cheers and a great time to you!
@ OK let’s hope they will improve from this. By the way I really appreciate your tutorials. Helps me a lot. I thank you from bottom of my heart. Cheers.
@@zhangzinan6737 ❤ Thanks so much. That's so awesome to hear 🙏🙏🙏
Great tutorial👍. May I ask how to transition from black to white in the first step of C4D material gradient projection. I set it from gray to white according to the video😥
The gradient should be from full black to full white. I had another comment that this part could have been explained better, and I agree!
What you would do is setting the projection in the material tag to planar. Then rotate so the planar projection looks at the object sideways. Then right click the tag and "fit to object". That should do it.
I will probably mention that in the PT2 video.
@@SilverwingVFX Thank you so much
wow gotcha # I very cool thanks
Hey hey. Always super nice seeing you here. Appreciate you watching my tuts even though mostly C4D ✨🙌✨
Erm - correct me if I'm wrong here, but at 7:00 you say that a 16-bit EXR is floating-point. It's not; 16-bit is just 65536 tonal levels (256x256) - did you mean FP16 half precision?
Hey there and thanks for your comment.
I am trying to explain, no matter how many values, the 16bit EXR has the capability to float the point. In contrast to integer values that were used in the 16bit Tiff before.
Of course in science terms that would be half float, you are totally right here. I am just saying that the point has the possibility to switch position within the value range and therefore floats.
🫧🧼🫧
Yaaaas ✨🫧🧼🫧✨
we want blender tutorail bro
Thanks for your comment.
Duly noted 🙌
I try to push out some more Blender Videos in the Future ✨
🧼
✨🫧🧼🫧✨
🧼✨✌️☺️
Yaaaaas ✨🙌🫧🧼🫧🙌✨
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Yaaaay, thank you very much ✨🙌🧼🧼🧼🙌✨
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Thank you very much 🙌✨🧼✨🙌