![]() , and add a new pass with that type and the wiggle, to the camera depth normals replacement shader being used. If I use Vertex Displacement everything works fine, but as soon as I change to Texture Displacement it doesn’t show any Displacement. C4D Shaders enabled in the Octane Settings. The CPU maintains the original positions of the mesh's vertices, but when it passes those values to the GPU, those vertex positions are hijacked and displaced. In Part 2 of this 2 part tutorial series ( watch Part 1 ), David Ariew shows you how to use Otoy Octane Render’s fantastic Displacement features to make complex greeble style surface geometry in Cinema 4D using 8K displacement maps he created in Illustrator. Unfortunately the way displacement works is counter-productive with the way you would make an architectural model. the closer it is, the more tessellation it recieves, and vice versa. Dynamically recalculating normals after vertex displacement. ![]()
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