Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
Displacement Map Preview Basic Inputs Outputs ContextInputs
Hinweis:
Example images for the bump effect can be found in the
Displacement material channel.
Value
This is the input for the brightness or color values that should be used for the displacement.
Strength [-∞00..+∞00%]
Here the intensity of the displacement is defined. This value is used as a simple multiplier.
Type
Here you can select the type of input brightness or color value. The conversion for the displacement effect will take place correspondingly at the Material Node:
- Intensity: The displacement will only take place in a positive direction. The displacement texture will produce the following displacement based on its grayscale values: black=none; white=maximum.
- Intensity (Centered): Here the surface can be deformed starting from a neutral 50% gray tone. White will, for example, produce a maximum displacement in the direction of the surface Normals whereas black will produce a maximum displacement in the direction of the negative surface Normals.
- Red / Green: The displacement can be calculated in either the positive or negative Normal direction, depending on the texture’s red and green values. Green values will increase and red values will decrease the displacement effect. Key is the pure red/green component of the RGB color. Black will produce no displacement. A pure green (RGB 0, 1, 0) and a pure red (RGB 1, 0, 0) will each produce a maximum but opposite displacement.
- RGB (XYZ Object), RGB (XYZ World) and RGB (XYZ Tangent) calculate the displacement spatially based on the texture’s RGB components. The red component will produce a movement of the surface in the X direction; the green component will move the surface in the Y direction; the blue component will move the surface in the Z direction. Depending on which mode is defined here, different coordinate systems will be used when deforming the surface. The most flexible and recommended mode is RGB (XYZ Tangent), at least when your displacement texture was also created for this mode. The movement relative to the surface tangents makes it possible to simultaneously deform the object (e.g., via a Deformer) without producing faulty results. This mode is recommended for character animation in particular, which is most often brought to life using Joint objects.