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Render Displacement – Turns on/off displacement effect.

Displacement Override – This option is available only when displacement is added as Displacement Property to an object. When enabled, it allows displacement override to the whole object with the properties specified in the same tab.

Generate – Specifies how the resulting triangles of the displacement algorithm are inserted into the rayserver.

On the Fly – Dynamic
Pre-Tesselated – Static

Texture – Specifies a displacement texture

Type – Specifies the mode in which the displacement is rendered.

Normal – 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.
2D – 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 have 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. 
Vector – If using a displacement texture that is not grayscale, V-Ray 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 (Absolute) – A vector-type displacement mode in which the texture is interpreted as 0.5-based tangent space displacement map.
Vector (Object) – Only meaningful when a VRayPtex 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.

Flip Green / Blue Channels – When enabled, the Green and Blue channels of the supplied texture map are swapped. 

Amount –The amount of displacement for white areas of the displacement map. If Use Global Settings is enabled, this value is multiplied by the global displacement Amount option.  A value of 0.0 means the object appears unchanged. Higher values produce a greater displacement effect. This can also be negative, in which case the displacement pushes geometry inside the object.

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

Keep Continuity – When enabled, V-Ray 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.

Water Level – Geometry below this displacement level threshold is clipped away. This can be used for clip mapping a displacement map value below which geometry is clipped. For more information, see the Clip Mapping example below.

Cache Normals – When enabled, V-Ray generates and saves information about the normal of each newly generated vertex. This requires additional memory but speeds up the shading calculations during rendering. Please see the Displacement rollout of the Options Tab to improve output result.

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This option is always On when rendering on the GPU. This is not recommended with low displacement settings.

Object Space – When enabled, the parent transformation affects the amount of displacement. Use this option for 3D displacement.

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2D Settings

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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 also automatically generates a normals map based on the displacement map, to compensate for details not captured by the actual displaced surface.

Precision – Related to the curvature of the displaced surface; flat surfaces can do with a lower precision (for a perfectly flat plane you can use a value of 1), more curved surfaces require higher values. If the precision is not high enough you can get dark spots ("surface acne") on the displacement. Lower values compute faster.

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

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

Multi-Tile – Enables or disables support for tiled textures (UDIM/UVTILE) when generating 2d displacement.

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