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See PxrDisplace for how to add scalar and vector displacement as well as displacement layers. |
- Add a PxrDisplace VOP to your RIS Network and connect to the PxrMaterialBuilder's output_collect node. Wire your displacement map such as creating a PxrTexture VOP or PxrPtexture VOP for textture texture or ptex respectively. We can wire a shading network also.
- Add shop_displacepath to your object. Drag this parameter to the Material folder on the right.
- Drag the pxrdisplace VOP path to the Displacement Shader.
- Last but not least, you need to set your Displacement Bound to see the displacement.
- We recommend vector-based displacement, especially when layering.
- Wire your PxrDisplace VOP to the shader input of the output_collect node.
- Displacement settings are found on the RenderMan tab > Primvars > Shading > Displacement on the geometry OBJ being displaced.
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Trace displacements is on by default. Set a displacement bound to render displacement, a setting of 0 turns off displacement on the object. |