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Connect a texture as a displacement map

For more information about displacement, see Displacement maps.

Notes
  • 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

  1. Create a material in the Hypershade and middle-drag the material swatch onto the object in the view.
  2. Select the material swatch in the Hypershade and click the Input and Output Connections button to display its shading group swatch.
  3. Double-click the shading group swatch to open the Attribute Editor.
  4. Click the box beside Displacement mat. to open the displacement shader’s Attribute Editor and click the box next to Displacement to map a texture.

Tip
Displacement mapped texture results do not display in hardware texturing mode (the view) unless temporarily mapped to a material’s channel.
You can also use Modify > Convert > Displacement to Polygons.

 

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