Vertex displacement
Is a more robust displacement system that doesn't suffer from the same limitations as Texture Displacement. It works with all Textures and Projections, including Procedurals, OSL textures, and images. Height maps and Vector Displacement maps are also supported, and can be mixed using the Vertex Displacement mixer node.
Figure 1: Vertex displacement Node connected to Universal Material
NoteVertex Displacement subdivides the source Mesh based on the subdivision level. This can introduce higher mesh complexity that may increase render time and pre-processing per subdivided Mesh. |
Parameters
- Compatibility version - The Octane version that the behavior of this node should match
- Texture - All texture types are supported, including Images, Procedurals, and OSL textures.
- Height - The displacement height in meters.
- Mid Level - The image value that corresponds to no displacement. The range is always normalized to [0,1]. Set this value to 0.5 for image textures that use 50% to represent no displacement.
- Map Type - Choose between Height maps and Vector Displacement maps.
- Vector Space - Only valid if the displacement map type is a vector. For tangent space vector map. R is along the tangent, Y is along the normal and Z is along the BiTangent. For object space please refer input axes pin.
- Input Axes - This setting is valid only for object space vector maps. The input axes provide us information about how to interpret RGB data. The selected axes are then converted to Octane XYZ space during displacement.
- Auto Bump Map - Generates a bump map to achieve fine details without requiring high subdivision levels. Only supports Height displacement maps.
- Subdivision Level - The subdivision level applied to polygons using this material. Overrides the subdivision level set in Geometry preferences. Higher subdivision levels achieve greater displacement detail, but can also increase rendering and pre-processing times.
NOTEFor Image textures, set the Gamma to 1.0 to avoid holes in the geometry. The vertices should be shared between adjacent faces. |