Displacement Examples |
Example 1: Displacement vs Bump mapping
Example 4: Displacement on a character
Example 5: The Keep continuity option
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.
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.
This is an example of a displaced landscape; 2D displacement was used; the displacement map is a Simbiont procedural texture.
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
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
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
Example 7: Split Method
This example shows the effect of the Split method parameter. To better illustrate the effect, the object has a Standard material with the Faceted option on, and a VRayEdgesTex texture in the diffuse slot to show the boundaries of the original mesh triangles. Note how the Binary setting may cause the orientation of the displacement sub-triangles to change, whereas the Quad setting keeps them aligned in the same way.
Split method is set to Binary Split method is set to Quad
This example shows the effect of the Vector displacement option in more detail.
The first image on the left shows a complex detail that we convert to a vector displacement map by baking a simpler version of the object with a VRayVectorDisplBake material on it. The second image shows the resulting displacement map, where the red, green and blue components define displacement vectors in the texture UVW space. The final image on the right shows the vector displacement map applied on another object through the VRayDisplacementMod modifier.