

This value can also be negative, in which case the displacement pushes geometry inside the object. Higher values produce a greater displacement effect. A value of 0.0 means the object appears unchanged. You cannot use this method for 3D procedural textures or other textures that use object or world coordinates.Īmount – Specifies the amount of displacement. However, it requires that the object has valid UV coordinates. The advantage of this method is that it preserves all the details in the displacement map. The actual raytracing of the displaced surface is done in texture space, and the result is mapped back into 3D space. The displaced surface is rendered as a warped height-field based on that texture map. 2D Displacement – Bases the displacement on a texture map that is known in advance. Normal Displacement – Takes the original surface geometry and subdivides its triangles into smaller sub-triangles which are then displaced. Mode/Map – Specifies the mode in which the displacement is rendered:
