Inputs

Texture

TexMap

Connect a texture sampling shader node here to set the displacement map input.


Scale[-∞..+∞]

This scales the displacement value in scene units that is read from the texture. A value of 0.0 effectively disables the technique, yielding the original surface. Greater values increase the displacement effect. Negative values invert the direction of the displacement. The default is 1.0.


Map Encoding

This determines the type of displacement to do, given the texture input type:

  • Vector – a floating point displacement vector
  • Height Field – a height-field/bump-map scale along the surface normal


Space Type

When computing vector displacement, it can be done in the following geometry space:

  • Object – the displacement map is expected to fit onto the object geometry
  • Tangent – the displacement map can be applied to any geometry, providing it has a known uv tangent space

Only applicable to Vector type Map Encoding.


Tangents

Tangents Channel

Specify the UV Set to use for Tangents.


Change Range

Old Range Min[-∞..+∞]

Old Range Max[-∞..+∞]

The range of values that are read from the displacement/bump texture.


New Range Min[-∞..+∞]

New Range Max[-∞..+∞]

The new range the values will be mapped to.