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VRay for 3ds Max Manual
VRayDisplacementMod
![[sphere without displacement]](vray_for_3ds_max_manual/vraydisplacementmod/tn_a_sphere.png) |
>>> Displacement mapping >>> |
![[sphere with displacement]](vray_for_3ds_max_manual/vraydisplacementmod/tn_b_sphere.png) |
Displacement mapping is a technique for adding detail to your scene
geometry without having to model it first. The concept is very similar
to bump mapping. However, bump mapping is a shading effect that only
changes the appearance of a surface, while displacement mapping actually
modifies the surface.
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Type - the method used to apply
displacement mapping:
2D mapping (landscape) - this method
bases the displacement on a texture map that is known in advance.
The displaced surface is rendered as a warped height-field based on
that texture map. The actual raytracing of the displaced surface is
done in texture space, and the result is mapped back into 3d space.
The advantage of this method is that it preserves all the details in
the displacement map. However, it requires that the object has valid
texture coordinates. You cannot use this method for 3d procedural
textures or other textures that use object or world coordinates. The
displacement map can take any values (as opposed to 3D mapping,
which will ignore values outside the 0.0-1.0 or black to white
range).
3D mapping - this is a general method
which takes the original surface geometry and subdivides its
triangles into smaller sub-triangles which are then displaced. It
can be applied for arbitrary displacement maps with any kind of
mapping. This method can also use the displacement map specified in
the object's material. Note that with 3d mapping the displacement
map's range of values must be within the 0.0-1.0 range (black to
white). Values outside of this range will be clipped.
Subdivision - this method is similar
to the 3D mapping method, with the difference that it will apply a
subdivision scheme to the object, similarly to a MeshSmooth
modifier. For triangular portions of a mesh, the Loop subdivision
scheme is used. For quadrangular portions, the Catmull-Clark scheme
is used. Other polygons are first converted to triangles. If just
want to smooth the object, without applying a displacement map, set
the Amount parameter to 0.0.
Which method to use? In previous V-Ray versions, there was a great
difference between the performance of the two methods, with the
2D mapping being faster in many cases. With
the introduction of dynamic geometry handling in V-Ray 1.45.xx, 3d
displacement has become a lot faster for similar or better quality
compared to the 2d mapping. Still, for large displaced surfaces like
oceans or mountains, the 2d mapping method might work better.
Also the 2D mapping method keeps the displacement map in a
precompiled state in memory. Large displacement maps can take a lot of
RAM. It may be more efficient to use 3D mapping in that case, since it
can recycle the memory used for the displaced geometry.
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Texmap - the displacement map. This
can be any texture map - a bitmap, procedural map, 2d or 3d map etc.
Note that you can only use textures with explicit UV mapping with 2D
displacement, while with 3D displacement any texture can be used. The
texture map is ignored if the Use object mtl
option is turned on.
Texture chan - the UVW channel that
will be used for displacement mapping. This must match the texture
channel specified in the texture map itself, if it uses explicit UVW
mapping. This is ignored if the Use object mtl
option is on.
Filter texmap - if this is on, the
texture map will be filtered. This is ignored if the
Use object mtl option is on.
Filter Blur -
Amount - the amount of displacement. A
value of 0.0 means the object will apear
unchanged (or simply smoothed, if you use the
Subdivision method). Higher values produce a greater displacement
effect. This can also be negative, in which case the displacement will
push geometry inside the object.
Shift - this specifies a constant,
which will be added to the displacement map values, effectively shifting
the displaced surface up and down along the normals. This can be either
positive or negative.
Water level - this will clip the
surface geometry in places where the displacement map value is below the
specified threshold. This can be used for clip mapping a displacement
map value below which geometry will be clipped.
Resolution - this determines the
resolution of the displacement texture used by V-Ray. If the texture map
is a bitmap, it would be best to match this resolution to the size of
the bitmap. For procedural 2d maps, the resolution is determined by the
desired quality and detail in the displacement. Note that V-Ray will
also automatically generate a normals map based on the displacement map,
to compensate for details not captured by the actual displaced surface.
Precision - this parameter is related
to the curvature of the displaced surface; flat surfaces can do with a
lower precision (for a perfectly flat plane you can use 1), more curved
surfaces require higher values. If the precision is not high enough you
can get dark spots ("surface acne") on the displacement. Lower values
compute faster.
Tight bounds - this parameter will
cause V-Ray to compute more precise bounding volumes for the displaced
triangles, leading to slightly better rendering times.
Edge length - this determines the
quality of the displacement. Each triangle of the original mesh is
subdivided into a number of subtriangles. More subtriangles mean more
detail in the displacement, slower rendering times and more RAM usage.
Less subtriangles mean less detail, faster rendering and less RAM. The
meaning of Edge length depends on the
View-dependent parameter below.
View-dependent - when this is on,
Edge length determines the maximum length
of a subtriangle edge, in pixels. A value of 1.0 means that the longest
edge of each subtriangle will be about one pixel long when projected on
the screen. When View-dependent is off, Edge length is the maximum
subtriangle edge length in world units.
Max. subdivs - this controls the
maximum subtriangles generated from any triangle of the original mesh.
The value is in fact the square root of the maximum number of
subtriangles. For example, a value of 256 means that at most 256 x 256 =
65536 subtriangles will be generated for any given original triangle. It
is not a good idea to keep this value very high. If you need to use
higher values, it will be better to tesselate the original mesh itself
into smaller triangles instead. From build 1.45.20 onward, the actual
subdivisions for a triangle are rounded up to the nearest power of two
(this makes it easier to avoid gaps because of different tesselation on
neighboring triangles).
Tight bounds - when this is
on, V-Ray will try to compute the exact
bounding volume of the displaced triangles from the original mesh. This
requires pre-sampling of the displacement texture, but the rendering
will be faster, if the texture has large black or white areas. However,
if the displacement texture is slow to evaluate and varies a lot between
full black and white, if may be faster to turn this option
off. When it is off,
V-Ray will assume worst-case bounding volumes, and will not presample
the texture. Note that this affects only the 2d
mapping and 3d mapping modes; with the
Subdivision method V-Ray will always compute
the exact bounding volume and this parameter is ignored.
Use object mtl - this will cause the
displacement map to be taken from the object's material instead of the
map selected in VRayDisplacementMod.
Keep continuity - using this will try
to produce a connected surface, without splits, when you have faces from
different smoothing groups and/or material IDs. Note that using material
IDs is not a very good way to combine displacement maps since V-Ray
cannot always guarantee the surface continuity. Use other methods
(vertex colors, masks etc) to blend different displacement maps.
Edge thresh - when
Keep continuity is checked, this controls
the extent to which maps on faces with different material IDs will be
blended. Note that V-Ray can only guarantee edge continuity, but not
vertex continuity (meaning that the surface will not have gaps along
edges, but there may be splits around vertices). For this reason you
should keep this value small.
Vector Displacement - If you have a
displacement texture that is not grayscale V-Ray will convert it to
grayscale before rendering the displaced geometry. When this option is
enabled it allows V-Ray to use the Red Green and Blue channels of the
displacement texture to displace the geometry in the
U and V directions in addition to the
normal of the face
Split Method - determines the method
which is going to be used to subdivide the faces of the geometry. For
better understanding check the
Examples section.
- Textures are applied to the displaced surface; therefore textures
with Object XYZ and World
XYZ mapping may look different on the displaced object, compared
to how they look on the original undisplaced one. If this is not desired
(e.g. you want the displacement map to match the texture) use explicit
channel mapping for the material textures; use the Object
XYZ/World XYZ mapping for displacement
maps only.
- Displaced objects will not work properly with standard shadows maps.
The shadow maps will include information about the
undisplaced mesh. For small displacement
amounts this may work fine. Note that displacement works properly with
VRayShadowMap shadows.
- VRayDisplacementMod has no effect on
VRayPlane objects,
VRayProxy objects or
VRayFur objects.
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