Render Displacement – Turns on/off displacement effect. Generate – Specifies how the resulting triangles of the displacement algorithm are inserted into the rayserver. On the Fly – Dynamic Pre-Tesselated – Static (default) Texture – Specifies a displacement texture. Type – Specifies the mode in which the displacement is rendered. Default – 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 V-Ray Ptex 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. 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. |