You are viewing RenderMan 22 documentation which is not the current release. You may view the current documentation by visiting the home page.

Page tree

Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

This is a displacement plugin that displaces the surface point P in the current space (typically object space). It supports both scalar and vector inputs. It sums up all the connected scalar and vector inputs before it does the actual displacement. 

...

Note

You need to set your displacement bound in order to see displacement. Displacement bound is automatically set in RenderMan For Maya. For performance reasons one is not set by default. Use small values at first, large numbers degrade performance and small numbers may truncate the displacement.

Displacement Types

There are two types of displacement, scalar and vector: The source of both types of displacement can be procedural or textured.

...

Carousel Image Slider
dotsfalse
sliderHeight350
arrowsfalse
labelsFilterdisplace_proc_vector
slidesToScroll2
slidesToShow2
captionstrue

 

Hints on performance:

When displacing objects, RenderMan uses a screen projection to dice objects finely into micropolygons. This typically needs no user adjustment and handles level of detail automatically as objects further away are covered by fewer pixels and diced more coarsely.

There are two ways to adjust this should it not meet your requirements.

...

Objects are diced and displaced once during a render session. This means during interactive rendering, if you move more closely to displaced objects, you may see artifacts or poor dicing. If you re-render this will resolve from the new viewing location.

Should you need better quality from the render camera (at the correct location for your final frame) you may decrease the size of the polygons by adding, Micropolygon Length and reducing this number slowly (decreasing the size of the resulting polygons for finer details).