A "Color To Scalar" node will automatically appear between them. Then connect a texture node to the "Displacement" port of your material root node. Note: To use a vector displacement texture, open the Render Tree for the object to which you have applied the VRayDisplacementProperty. When this option is enabled it 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 normal of the face Vector displacement - If you have a displacement texture that is not grayscale V-Ray will convert it to grayscale before rendering the displaced geometry.If just want to smooth the object, without applying a displacement map, set the Amount parameter to 0.0. Other polygons are first converted to triangles. For quadrangular portions, the Catmull-Clark scheme is used. For triangular portions of a mesh, the Loop subdivision scheme is used. Subdivision - this method is similar to the Normal displacement method, with the difference that it will apply a subdivision scheme to the object.Values outside of this range will be clipped. Note that with Normal Displacement the displacement map's range of values must be within the 0.0-1.0 range (black to white). It can be applied for arbitrary displacement maps with any kind of mapping. Normal displacement - this is a general method which takes the original surface geometry and subdivides its triangles into smaller sub-triangles which are then displaced.The displacement map can take any values (as opposed to Normal Displacement, which will ignore values outside the 0.0-1.0 or black to white range). You cannot use this method for 3d procedural textures or other textures that use object or world coordinates.
However, it requires that the object has valid texture coordinates. The advantage of this method is that it preserves all the details in the displacement map. The actual raytracing of the displaced surface is done in texture space, and the result is mapped back into 3d space. The displaced surface is rendered as a warped height-field based on that texture map. 2D displacement - for this method the displacement is based on a texture map that is known in advance.Use globals- when this option is enabled, the settings in the Default Displacement will be used otherwise this property will override the displacement settings for the current object.ĭisplacement Type - the method used to apply displacement mapping: