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  • Published 13 Apr 2023

Displacement (Material Based) Too Slow & Take Huge Ram - Vram

•Displacement (mateiral based / micro displacement) takes too much memory and takes too long to calculate before rendering.
•I can't even render gpu error (my system 64 gb. memory & rtx 3090)
•For example, blender/octane gives much faster results at this point. Or other render engines eg 3ds max / corona, 3ds max / fstorm etc.
•I beg the developers please fix this problem please I beg you. I don't want to switch back to 3ds max because I use displacement a lot because I do furniture/sofa visualization and Blender lets me down a lot.
•I love Blender. I love this community.

100%

Development Status: Incomplete

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dursunumit
13 Apr 2023

4 Comments

Lauloque

Microdisplacement, aka adaptive subdivision in Blender, is still experimental, I wouldn't expect anything experimental to be usable in production without issues.

Saying to make things better doesn't really help as a feature proposal. Studying what other do that makes it work better is more helpful.

When it comes to Octane:
Just reading from a couple of documentation, it does a few things Blender doesn't, which could be useful IMHO.

  • The displacement shader node controls the subdivided mesh . It could be nice to do the same in Blender, where the displacement node wears all the options for that without the need to add a subdivision modifier in another place and jump back and forth between them.
  • Two displacement methods : "vertex displacement" which is basically how our current Blender displacement works, and "texture displacement" which is based on voxels. Each have their pros and cons, and it's nice to have options for different situations.
  • There's a filter to smooth out the jagged geometry , often allowing to use less subdivisions than otherwise required in a texture (voxel) displacement.
  • A checkbox to use your displacement texture as bump map . It's the equivalent of Blender's Displacement parameter in the material settings. But here again: it's the Displacement node who controls it.

In fewer words: Octane makes it so that you find the options you need in one place, and has a few more options to subdivide and reduce the need for higher polycount.


Sources: Displacement in Octane for Cinema 4D Part 1: Introduction to Displacement – Help | OTOY
Displacement in Octane for Cinema 4D Part 2: Model and Texture Considerations – Help | OTOY

2
dursunumit Author

Thank you for your valuable information, well blender developers have a recent legacy to review this. When will they solve it?

corvinus

So much THIS. Just switched from c4d+octane and im trying to fibd a solution since weeks. I thought i m missing sth fundamental. But if this is really the state of displacement in blender/cycles i m kind a shocked. For me displacing in high detail is very important.

My old 2x1060 rig could even handle more complex displacement the last 5 years on c4d/octane. Now my 4070 cant render some scenes with quad the vram an 5x the cuda power in b3d.

Please look at octane and find a similar solution for us. Otherwise b3d and cycles are pretty great. Thank you!

testure

It's a good thing you made this proposal- the devs never would have known that it needed to be faster if you hadn't, and you are definitely the first person to think of this!