Displacement mapping utilizes a 2D texture map in order to generate 3D surface relief. As opposed to Bump and Normal mapping, Displacement mapping not only provides the illusion of depth, but it also displaces point positions over the surface based on light and dark values of the Displacement texture. The OctaneRender® Displacement node controls how the texture displaces the surface. Displacement mapping requires a UV projection for the object with the displacement. Models created in other 3D applications (ZBrush®, Mudbox®, Maya®, etc.) need UV texture coordinates, and the Displacement map texture should match the model's UV layout. Procedural textures will not work for Displacement in OctaneRender - only Image textures will work.


You can find the Displacement node by right-clicking in the Nodegraph Editor and navigating to the Displacement category (Figure 1).


Figure 1: Creating a Displacement texture


The Displacement node connects to the Displacement input pin of a MaterialThe representation of the surface or volume properties of an object. node. The Displacement texture (typically a Grayscale Image node) then connects to the Texture pin of the Displacement node (Figure 2).


Figure 2: A Material graph with Displacement applied to a Mesh


Displacement Parameters