Inputs
Connect a texture sampling shader node here to set the displacement map input.
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.
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
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.
Specify the UV Set to use for Tangents.
The range of values that are read from the displacement/bump texture.
The new range the values will be mapped to.

