Example 1: Displacement vs Bump mapping

Example 2: Clip mapping

Example 3: A Landscape

Example 4: Displacement on a character

Example 5: The Keep continuity option

Example 6: Subdivision displacement

 

Example 1: Displacement vs Bump mapping

This example shows the difference between bump mapping and displacement mapping. Notice the round outline of the sphere and its shadow in the case of bump mapping, and the deformed outline produced by the displacement:

 

Bump mapping
Displacement mapping

 

The displacement map in this case is a 3d Cellular map; the 3D displacement method was used.

 

Example 2: Clip mapping

This example demonstrates the use of displacement mapping to clip away geometry from an object. The displacement map is a mix of a Noise map and a tiled Gradient ramp map; the dark regions of the map are clipped away:

 

 

In this case the displacement map was applied to an explicit mapping channel; 2D displacement was used in this case.

 

Example 3: A Landscape

This is an example of a displaced landscape; 2D displacement was used; the displacement map is a Simbiont procedural texture.

 

 

Example 4: Displacement on a character

This example shows displacement on a character; the map is a 3D cellular map, so the 3D displacement method is used.

 

Note that if the character is animated and the map is a 3d map using Object XYZ mapping, then the map will change relative to the object surface, since the surface itself changes its position in space. If you want to lock 3d procedural maps to the surfaces of animated objects, apply a UVW Map modifier with mode set to XYZ to UVW to the objects, and use Explicit mapping channel for the procedural map.

 

Character without displacement
Character with displacement

 

Example 5: The Keep continuity option

The Keep continuity option is useful for objects with disjoint normals on neighboring triangles, usually because of different smoothing groups. In the middle image below you can see the edge splits produced by disjoint normals. Using the Keep continuity option avoids this problem. This option will also help to produce a smoother result across material ID boundaries for objects with multi/subobject materials.

 

No displacement
Keep continuity is off
Keep continuity is on

 

Example 6: Subdivision displacement

Here is an example of subdivision displacement (head model by Alexander Sokerov):

 

No subdivision/displacement
Only subdivision (displacement Amount is 0.0)
Subdivision and displacement