That's awesome! Thanks for sharing it. I'm probably going keep using displacement for the reasons you outlined in the end, but it's nice to see what's going on at the cutting edge of CG development. Look forward to seeing how/if Chaos implements something similar natively in V-Ray.
me: "oh nice, I'll download it right away" - watching Jona's video, especially the end... "oh good, back into the trash". No, very good video! I find OSL Shader very exciting, always interesting to see what's there!
Haha, well it has its use. Especially for GPU rendering where memory is an issue. But I think it's not a gamechanger, especially with the much slower performance. Also made me realize to use more displacement instead of normalmaps, even for smaller stuff.
@@JonasNoell yes, GPU & V-Ray is absolutely no go-to workflow for me personally either, whenever I started a project with it, there were problems with the memory at the end.... Good to know that the shader helps here, that could be a workaround :)
great video again !!! i really appreciate your works and sharing them with all.Also it would be nice to go through fabric material designing which can be one type of fabric with different method of creating for each video.
In some cases parallax occlusion has more advantages than displacement. Displacement has undesirable results when it comes to collision of some objects, also when creating a modular game environment or an archviz large environment, displacement cant fulfill all the needs, creating some artifacts, etc. To have a better comprehension of what I am saying, imagine we have two connecting walls at a corner. If each wall contains only one simple plane, and you have aligned them with snap tools, when using displacement, you will encounter with some backfaces and light leakage you didn't expect. But P.O. can maintain the actual geometry which is more desirable in these cases. So when using displacement you should predict a new geometry. For another example, if in this video, we had a cylinder for rocks instead of a circular plane, the geometry would pop out of the plate walls, but PO doesnt bring us these issues.
That is ture, as said everything always has pros and cons. I can definitely say that some things you pointed out would be disadvantages of displacement. However there are also advantages such as that it affects the shadows in the way you would expect and it works better for shallower camera angles where the illusion of PA would break. So feel free to use whatever works best for you in your scenario :-)
If you uv unwrap your surfaces and have continuous topology you can use hight based displacement that will displacement on the UV level rather than tessellate your 3d. You then only have to specify your map resolution for better results. It’s way less memory intensive and you don’t have to worry about continuity. Imo most people(especially archives) default to 3d displacement bc they don’t want to learn even just basic uv mapping. Then have issue with ram limits… go figure.
Great tutorial, thanks! Always wondering if I can use parallax mapping in V-Ray! I'm wondering if the performance issue is caused by the not optimized OSL codes (only with my no-basis assumption)? Or the max samples was too high? Maybe one can try to use lower parallax occlusion max sample/lower depth scale and compensate that with lower VRayDisplacementMod amount/edge length?
Hi, I checked with Chaos if they plan on implementing it officially and in a more optimized way. It seems to be on the list but even they state that tere is also a risk to be slow even through a native support. So, fingers crossed... :-)
@@JonasNoell Thanks for the info! I tried your method and the result is very similar. The OSL parallax mapping is slower and uglier than VRayDisplacementMod.
Hi!! first of all thanks for the video :). I have a problem and I don't know if you can help me but I try to download the shader clicking the download button on the racoon site but it pops a page with a lot of coding. Do you know how to download properly? Thanks in advance and awesome content!!
The only flaw in parallax occlusion is it how it interacts with shadows. The shadow lays flat on the surface as if it has no volume. If you compare the shadow of the teapot from displacement to parallax you'll notice it as well. Displacment 5:28 Parallax 9:23
Hi Jonas, can you give advise how to deal with jagged edge? (e.g. extreme white outside window and windows black frame) -since "Color Clamp" is gone in vray 5
Jonas about megascans some materials have normal and bump maps at the same time,using normal map channel with add bump map ;what's the difference right?
I normally would not use any of the provided bumpmaps from Megascans and just use only the Normal- and/or Displacement Map. Not really sure why they alway mix that in. Maybe could make sense if the bumpmap contains very high frequency details which for some reason are not in the Normalmap, so you could add this very subtle as an extra level of detail.
Hi Sir I am product Designer. I am rendering primary images for a company (Product on white background) my object edges are pixelated - please give me solution!
@@JonasNoell Thank You Sir! I was done some research and found a way. I used Vray Box Filter with size 2 & Problem solved. Then also once again thank you sir... Your videos help me lot.
✅Check out Patreon for all my scene files, bonus videos, a whole course on car rendering or just to support this channel 🙂
patreon.com/JonasNoell
That's awesome! Thanks for sharing it. I'm probably going keep using displacement for the reasons you outlined in the end, but it's nice to see what's going on at the cutting edge of CG development. Look forward to seeing how/if Chaos implements something similar natively in V-Ray.
Me too, I could imagine it would be much more optimized then going through OSL :-)
me: "oh nice, I'll download it right away" - watching Jona's video, especially the end... "oh good, back into the trash".
No, very good video! I find OSL Shader very exciting, always interesting to see what's there!
Haha, well it has its use. Especially for GPU rendering where memory is an issue. But I think it's not a gamechanger, especially with the much slower performance. Also made me realize to use more displacement instead of normalmaps, even for smaller stuff.
@@JonasNoell yes, GPU & V-Ray is absolutely no go-to workflow for me personally either, whenever I started a project with it, there were problems with the memory at the end.... Good to know that the shader helps here, that could be a workaround :)
Every ground and walls and terrain should do this!!!
Another great vid. Always keep learning!
Hey Jonas! Great video on Parallax occlusion - and great with some current pros/cons!
Hey thanks for the video, very helpful!
Smarter everyday
great video again !!! i really appreciate your works and sharing them with all.Also it would be nice to go through fabric material designing which can be one type of fabric with different method of creating for each video.
Good idea, I will add that on my list.
vielen dank das war sehr interessant
amazing,thanks for tutorial
In some cases parallax occlusion has more advantages than displacement. Displacement has undesirable results when it comes to collision of some objects, also when creating a modular game environment or an archviz large environment, displacement cant fulfill all the needs, creating some artifacts, etc. To have a better comprehension of what I am saying, imagine we have two connecting walls at a corner. If each wall contains only one simple plane, and you have aligned them with snap tools, when using displacement, you will encounter with some backfaces and light leakage you didn't expect. But P.O. can maintain the actual geometry which is more desirable in these cases. So when using displacement you should predict a new geometry. For another example, if in this video, we had a cylinder for rocks instead of a circular plane, the geometry would pop out of the plate walls, but PO doesnt bring us these issues.
That is ture, as said everything always has pros and cons. I can definitely say that some things you pointed out would be disadvantages of displacement. However there are also advantages such as that it affects the shadows in the way you would expect and it works better for shallower camera angles where the illusion of PA would break. So feel free to use whatever works best for you in your scenario :-)
If you uv unwrap your surfaces and have continuous topology you can use hight based displacement that will displacement on the UV level rather than tessellate your 3d. You then only have to specify your map resolution for better results. It’s way less memory intensive and you don’t have to worry about continuity. Imo most people(especially archives) default to 3d displacement bc they don’t want to learn even just basic uv mapping. Then have issue with ram limits… go figure.
Nice, this Is a good one
taking a look at this for gpu workflow. I’m wondering if poor performance is rendertime or memory - i’m guessing you save a ton on memory?
Amazing..thanks
Спасибо!
Good video bro
Great tutorial, thanks! Always wondering if I can use parallax mapping in V-Ray! I'm wondering if the performance issue is caused by the not optimized OSL codes (only with my no-basis assumption)? Or the max samples was too high? Maybe one can try to use lower parallax occlusion max sample/lower depth scale and compensate that with lower VRayDisplacementMod amount/edge length?
Hi, I checked with Chaos if they plan on implementing it officially and in a more optimized way. It seems to be on the list but even they state that tere is also a risk to be slow even through a native support. So, fingers crossed... :-)
@@JonasNoell Thanks for the info! I tried your method and the result is very similar. The OSL parallax mapping is slower and uglier than VRayDisplacementMod.
Hi!! first of all thanks for the video :). I have a problem and I don't know if you can help me but I try to download the shader clicking the download button on the racoon site but it pops a page with a lot of coding. Do you know how to download properly? Thanks in advance and awesome content!!
After the code is open just right click the window and select Save As and save it as whatevername.osl
The only flaw in parallax occlusion is it how it interacts with shadows. The shadow lays flat on the surface as if it has no volume. If you compare the shadow of the teapot from displacement to parallax you'll notice it as well. Displacment 5:28 Parallax 9:23
Yeah, as said it's rather an optical illusion that has its downturns compared to real displacement...
That's great! Thanks for sharing it!
Why when i set up osl map it takes so long to load?
Interesting, you can see the loading speed in the video for me, I didn't have the feeling it took extremely long for me.
excuse me,how do i create the osl material from the text i find in the download? thanks
You need to right click on the download button and then select "Save Link as" to download the code
@@JonasNoell thanks !
I'm considering becoming a patreon and I was wondering if your tutorials apply to vray next?
I think most do, unless they are some specific tutorial about V-Ray 5 features.
Hi Jonas, can you give advise how to deal with jagged edge? (e.g. extreme white outside window and windows black frame)
-since "Color Clamp" is gone in vray 5
Filmic Tonemapping?
Bump needs to be set to 100 to display the normal map correctly? First Time i Heard of this…isnt that just the amount?
Yes and the normal map is baked out with a defined intensity so if you want to show this as intended you need to put the bump intensity to 100
@@JonasNoell thanks
Jonas about megascans some materials have normal and bump maps at the same time,using normal map channel with add bump map ;what's the difference right?
I normally would not use any of the provided bumpmaps from Megascans and just use only the Normal- and/or Displacement Map. Not really sure why they alway mix that in. Maybe could make sense if the bumpmap contains very high frequency details which for some reason are not in the Normalmap, so you could add this very subtle as an extra level of detail.
@@JonasNoell Thank you Jonas.
Does it work on corona?
As it's an OSL I guess it should work the same.
bro depth is not working do you know what I missing?
Based on this detailled description: No
@@JonasNoell bro for now its working(depth scale) but one more problem occured that is map is stretching when i increase depth it spread
@@JonasNoell there is one more question that is how to apply POM on curved shape?
Hi Sir I am product Designer. I am rendering primary images for a company (Product on white background) my object edges are pixelated - please give me solution!
You need to increase the Sampling
@@JonasNoell Thank You Sir! I was done some research and found a way. I used Vray Box Filter with size 2 & Problem solved. Then also once again thank you sir... Your videos help me lot.
Where is lesson about megascan and why we must invert green channel ? Please link!