Displacement Maps | |
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Displacement Maps is a similar process to Bump Maps and it allows you to affect the 3d texture of your modeled object, by using a black and white image. | |
Part of | VRay |
Part Type | Method |
Screenshot | [[File:|320px]] |
Introduction
According to the black and white texture of the bitmap image the Displacement process maps the contrast of black and white pixels to a variation of height parameter, in order to create a 3d texture based on the initial texture of the image.
Usage
Adding Displacement
In order to apply a Displacement Map to your surface first create a new material by opening the Material Editor --> right click to Scene materials --> Standard material . On the Maps menu on the right there is an option for creating a Displacement Map . Check the box next to the option and press the m button to load a bitmap. A window will pop up that allows you to choose your displacement texture. After you add a Displacement Map to your material, apply the material to your modeled object.
Parameters
The Displacement Map parameters can be affected both from the Material Editor menu and the V-ray Options menu. In the Material Editor menu notice that in the Maps tab there is a texture multiplier that is set to 1.0 by default. By increasing this parameter you increase the amount of displacement to your object. The multiplier setting allows you to adjust the displacement in individual materials.
In the V-Ray Options there is a rollout which contains the parameters for displacement called Default Displacement . It is important to note that these are global controls for all of the displacement through out the scene. Currently there is no individual controls on a per object or material level. This means that you must be aware of the settings within this rollout when adjusting an individual material’s displacement. In the {{cmd|Default Displacement} there are several parameters that affect the displacement map. The most common one is the Amount value, which is the number of scene units of an object with the texture multiplier set to 1.0. This means that one could affect the displacement through either the Amount value or the texture multiplier, but because the Amount value affects all displacement, it is recommended that it be left constant and the texture multiplier be used to adjust the displacement of an individual material. Both the Maximum Subdivisions and the Edge Length will affect the quality and speed of the displaced mesh.
In this image, Plane 1 (left) and Plane 2 (right) have the same Multiplier , 1.0 and the Amount of displacement is set to 1.0.
In this image, Plane 1 (left) has a Multiplier of 2.0 and Plane 2 (right) has a Multiplier of 0.5 and the Amount of displacement is set to 1.0.
In this image, Plane 1 (left) has a Multiplier of 2.0 and Plane 2 (right) has a Multiplier of 0.5, but the overall Amount of displacement is set to 2.0.