The 3d Displacement Shader

Written July 3rd, 2010
Categories: Articles, Effects, Textures / Materials
12 comments

As I’m working on the new Sub-Surface Scattering tutorial I thought I would break off a small piece and make it an independent post. Below I’ll provide a visual guide to the parameters in the 3d Displacement Shader in 3d Studio Max mental ray. It’s pretty straightforward but there are some interesting things you might not have known you can do with it!

3d Displacement

The 3d Displacement Shader Controls

Object Independent

When this is turned on the displacement effect is independent of the size of the object’s bounding box. When it’s off the displacement effect is scaled according to the size of the object.  Scaling the displacement based on object size is the standard behavior for regular 3ds Max displacement mapping so if you leave this checkbox checked then the displacement length will behave like a normal material would.

Object Independent Example

Left has Object Independent enabled. Right does not.

Displacement Length

This is the length of displacement when Object Independent is checked, the extrusion map is at 100 percent (white), and the Extrusion Strength equals 1.0. Lower gray levels in the extrusion map, or other values of Extrusion Strength, scale the amount of displacement.  Think of this as a way to alter the displacement map’s contrast.

3d displacement length

0.083 (default), .25, and .35 displacement lengths

Extrusion Strength

Controls the height of the displacement. This value is a multiplier: at the default value of 1.0, the map’s effect is unchanged. Greater values will make the displacement more severe while lower values will make it more subtle.

3d displacement extrusion strengths

1, .5, and 1.5 extrusion strengths

Extrusion Map

Click to display the Material/Map Browser and choose a map to use for the displacement. Displacement maps apply the gray scale of the map to generate the displacement. Lighter colors in the 2D image push outward more strongly than darker colors, resulting in a 3D displacement of the geometry.

Checker map, dent map, marble map

Direction Strength

Controls the strength of the direction shader.  Adding a direction shader has no real effect unless you have the Direction Strength set above zero.

3d displacement direction strength

0, 1, and 2 direction strength values

Direction Map

The direction map is a lot like a normal map.  The direction of the displacement is changed according to the RGB values of the map you use here. Red values offset in the U axis, Green values offset in V, and Blue values offset in W (using the object-local UVW coordinates).

3d displacement direction map

Checker patterns, Red/Green, Red/Blue, Green/Blue

VRay Displacement

Written March 25th, 2010
Categories: Materials / Shaders, Videos
9 comments

Hey everyone!

This week’s Monday Movie is on VRay displacement and map-based materials. I’ll be talking about how to set up these materials, as well as how to keep them from taking up too much time during rendering.

Later this week I’ll be releasing another Monday Movie for you viewers that are hoping for me to get back to some heavy mental ray concepts. Also, I’m still working on the site redesign. I expect to have it released sometime in April. Some of the expected changes include:

  • Transcriptions and auto-translation for every Monday Movie,
  • Better, more robust tagging and categories,
  • Page-specific formats,
  • 720p HD video footage,
  • and more!

I’ll keep you posted as it happens!

mental ray Displacement Quality

Written February 4th, 2009
Categories: Materials / Shaders, Rendering / Compositing, Videos
7 comments

In this Monday Movie I show you how to tweak mental ray displacement settings in 3dsMax. Learn how to speed up your renders by approximating displacement more roughly, or really juice your displacement maps by getting sub-pixel displacement!

Sorry about the lousy encoding, my computer’s been acting up something fierce these days. This weekend I’ll hopefully get a fresh install going and that’ll give me the edge on next week’s Monday Movie. In the meantime, I hope you enjoyed those steampunk reference images!

How to use Mudbox Displacement Maps in XSI

In this 8 min video tutorial Wayne Robson will explain you how to use the displacement maps in XSI created using Mudbox 2009. This will help the users to use both the programs effectively.

Modeling Tire in Maya

Written June 18th, 2008
Categories: Articles, Maya, Modeling, Offsite
No Comments »

“Hello Everyone!! And welcome to this sport car tire modeling tutorial, In this tutorial I will show you how to create realistic looking sport car tire in Maya, I tried to explain every necessary things with visual screen shoots I hope this could helps you to grasp it easily during modeling.”

Multi displacement Setup

Written June 18th, 2008
Categories: Articles, Maya, Modeling, Offsite, Textures / Materials
No Comments »

Multi displacement method can be very handy when setting up various displacement files for your geometry

Create Displacement map in Max and Mudbox

Written June 18th, 2008
Categories: 3d Studio Max, Articles, Modeling, Offsite
No Comments »

“I have some problems with displacement maps, but I finally take out some solutions, I hope this small tutorial will help for max users, enjoy. This is a test of some mountains I’ve made so check it out, it is very simple displacement maps, you can also share more information to encourage knowledge also as best quality in your artworks and artworks of other colleagues.”

How to create a Normal map

Written June 18th, 2008
Categories: Articles, Offsite, Painting / Drawing, Photoshop
No Comments »

“I’ve devised a way to capture normal and displacement maps from real 3D surfaces. It’s easy! Just follow the steps below. “

Displacement Exporter workflow

Written June 18th, 2008
Categories: Articles, Modeling, Offsite, Textures / Materials, ZBrush
No Comments »

In this tutorial you will learn how to use Displacement Exporter to create displacement maps that can be used inside Modo.

Controlling Displacement Maps

Written June 18th, 2008
Categories: Articles, Maya, Offsite, Textures / Materials
No Comments »

“This tutorial will cover the basics of nodes in Maya, the Hypershade and finally how to use the Multiply-Divide node to control the intensity of a displacement map.”

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