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Displacement type – Specifies the mode in which the displacement will be is rendered.

2D Displacement – Bases the displacement on a texture map that is known in advance. The displaced surface is rendered as a warped height-field based on that texture map. The actual raytracing of the displaced surface is done in texture space, and the result is mapped back into 3D space. The advantage of this method is that it preserves all the details in the displacement map. However, it requires that the object has valid texture coordinates. You cannot use this method for 3D procedural textures or other textures that use object or world coordinates. The displacement map can take any values.

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Displacement Amount – The amount of displacement. A value of 0.0 means the object will appear appears unchanged. Higher values produce a greater displacement effect. This can also be negative, in which case the displacement will push pushes geometry inside the object. 
Normal Displacement – Takes the original surface geometry and subdivides its triangles into smaller sub-triangles which are then displaced. It can be applied for arbitrary displacement maps with any kind of mapping.
Vector Displacement – If using a displacement texture that is not grayscale, V-Ray will convert converts it to grayscale before rendering the displaced geometry. This mode allows V-Ray to use the Red, Green, and Blue channels of the displacement texture to displace the geometry in the U and V directions in addition to the direction of the face normal.
Vector Displacement (absolute) – A vector-type displacement mode in which the texture is interpreted as 0.5-based tangent space displacement map.
Vector Displacement (object) – Only meaningful when a VRayPtex texture is used for displacement, where the texture values represent 0-based displacement in object space. If mesh information is stored in the Ptex file, V-Ray can also displace correctly mesh deformations.

Displacement Shift – Specifies a constant which will be is added to the displacement map values, effectively shifting the displaced surface up and down along the normals. This can either be either positive or negative. For more information, see the Displacement Shift example below. 

Keep Continuity – When enabled, V-Ray will try tries to produce a connected surface. Use it when you get splits (usually around sharp edges) in the displaced geometry. For more information, see the Keep Continuity example below.

Enable Water Level – When enabled, this will clip clips the surface geometry in places where the displacement map value is below the threshold specified by the Water Level field. This can be used for clip mapping a displacement map value below which geometry will be is clipped. For more information, see the Clip Mapping example below.

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Texture resolution – Determines the resolution of the displacement texture used by V-Ray. If the texture map is a bitmap, it would be best to match this resolution to the size of the bitmap. For procedural 2d maps, the resolution is determined by the desired quality and detail in the displacement. Note that V-Ray will also automatically generate generates a normals map based on the displacement map, to compensate for details not captured by the actual displaced surface. 

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Filter texture – When enabled, the texture map will be is filtered before the actual displacement takes place.

Filter blur – Specifies the amount of blur that will be is applied to the texture before the displacement takes place.

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UI Text Box
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 When using image sequences and/or images with tiles (e.g. UDIM/UVTILE) for displacement, use Explicit displacement bounds and set the range of positive and negative values manually. If Automatic is used instead, negative values will be are clipped and the displacement will does not work as expected.

Min/Max value – These two options allow you to specify custom boundaries for the displaced geometry. By default is limited to values between 0 and 1.

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