Texture Displacement

 

Texture DisplacementThe process of utilizing a 2D texture map to generate 3D surface relief. As opposed to bump and normal mapping, Displacement mapping does not only provide the illusion of depth but it effectively displaces the actual geometric position of points over the textured surface. mapping utilizes a 2D texture map to generate 3D surface relief. As opposed to Bump and Normal mapping, displacement mapping creates depth, and it displaces the actual geometric position of points over the textured surface. It typically goes into the displacement input of a material.

 


Figure 1: Texture Displacement Parameters


Displacement mapping requires Objects to have UV coordinates, either with a typical Projection type, or unwrapped. Displacement in OctaneRender® is not compatible with Bump or Normal mapping. You can't use Displacement together with a Normal or Bump map on the same MaterialThe representation of the surface or volume properties of an object.. Rendering a Material with Normal and Bump maps along with a Material that has the Displacement generates artifacts.

 

Displacement Parameters

Texture - This parameter accepts Displacement maps generated in other 3D programs.

Mid-Level - Defines the displacement shift in the Texture value range. For example, if a Zbrush® export's 0-Displacement is 0.5, set the Mid-Level to 0.5.

Level Of Detail - Controls the Displacement map resolution.

Figure 2: Level Of Detail comparisons

 

Height - This sets the Displacement's strength and amount.

Figure 3: Height level illustration

 

Displacement Direction - Choose the Displacement vectors to use.

Filter Type - Determines the filter type to use on the displaced Texture map.

Filter Radius - Specifies the number of nearest pixels to use for the filtering. Higher values produce smoother displacement. This parameter is only valid if you select a Filter Type.