For
more information about displacement, see
Displacement maps.
Note
- Avoid using Environment textures
for displacement mapping. The basic characteristics of environment
mapping preclude accurate calculations when used for displacement
mapping.
- During bump or displacement mapping,
if an image file contains a mask channel, the mask channel is used
for displacement and bump mapping. If the mask channel is absent,
the luminance of the RGB is used to displace and, or bump map.
If
you prefer to use the luminance information as the alpha, turn on
the
Alpha Is Luminance attribute
(in the
Color Balance section of the
file texture’s
Attribute Editor).
To create a displacement map
- Open the Hypershade.
- Create the desired material, for example,
a Blinn, and middle-drag the material
swatch onto the object in the scene view.
- In the Hypershade,
click on the Shading Groups tab.
- Double-click the shading group swatch
to open the Attribute Editor.
- In the shading group Attribute
Editor, click the map button beside the Displacement
mat attribute and select the desired texture.
- Click the Render the current frame button
to see the render results.
-