Chillkroete 0 Posted May 1, 2018 Why is the roundededge node so buggy? I want to use the node as alpha in a layermix node. When i do so, i always get a message the my pc is running out of memory (i have 128gb ram). Somebody any solutions? kind regards Share this post Link to post Share on other sites
davpe 188 Posted May 2, 2018 i use it quite frequently and it works fine for me. not sure what are you trying to accomplish in your setup, however what i can see at the image doesn't make much sense to me... Share this post Link to post Share on other sites
Chillkroete 0 Posted May 2, 2018 I´m using the node tree as alpha for my layermix and as alpha for the displ._output. As soon as I use it for the displ._output i get an error message. Share this post Link to post Share on other sites
davpe 188 Posted May 2, 2018 i can't really see what's going on there... something is definitely screwed up in your setup. can you post the file? Share this post Link to post Share on other sites
Chillkroete 0 Posted May 2, 2018 DecalsSubtle0026_1_alphamasked_XL.7z edge_test.hipnc test_geo.abc Share this post Link to post Share on other sites
davpe 188 Posted May 2, 2018 ok the thing is that displacement is evaluated first and then edge detection is performed (as it takes a new geometry created by displacement into account). easiest solution would be to A: bake the mask into a texture first, or B: do it in SOP level and bring it into the shader as an attribute. Share this post Link to post Share on other sites
Chillkroete 0 Posted May 2, 2018 Thank you! I turned "True displacement" off in the material builder - is it still calculating a displ. or just bump? A: I have to use the bake texture node in the out conten to create a texture of the mask, am i right? B: The geometry is unfor. to low poly i think, isn´t it? C: Is there any other solution for this problem? Share this post Link to post Share on other sites
davpe 188 Posted May 3, 2018 True displacement off means just bump. I suspect thou there is still displacement calculation going on if it is plugged into displacement (not sure by that, you have to test it). A: that's right B: yes current geo doesn't have enough resolution. if you can't subdivide to get enough resolution you're left with option A if you want to stay in houdini C: other solution would be to use texture painting software Share this post Link to post Share on other sites
Chillkroete 0 Posted May 3, 2018 Ok, thank you very much David for your help! Share this post Link to post Share on other sites