![]() ![]() Vector – If using a displacement texture that is not grayscale, V-Ray converts it to grayscale before rendering the displaced geometry. It can be applied for arbitrary displacement maps with any kind of mapping. Normal – Takes the original surface geometry and subdivides its triangles into smaller sub-triangles which are then displaced. The displacement map can take any values. You cannot use this method for 3D procedural textures or other textures that use object or world coordinates. However, it requires that the object has valid texture 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. ![]() Type – Specifies the mode in which the displacement is rendered.ĢD Displacement – Bases the displacement on a texture map that is known in advance. If the field is empty, V-Ray uses the default or the UV mapping from the currently applied material to the object. Material Tag – Specifies a custom UV mapping for the displacement taken from the material currently attached in the field. Texture – Specifies the displacement texture. Enabled – When checked, enables displacement. ![]()
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