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  • 1: Scalar.  
    This is a float type.  
  • 2: Generic Vector.  
    This can be any vector created procedurally or textured which does not need any special decoding like in Mudbox or ZBrush vector displacement maps.
  • 3: Mudbox Vector.  
    This is the extracted vector displacement map from Mudbox. 
  • 4: Zbrush Vector. 
    This is the extracted vector displacement map from ZBrush. 

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  • 1:  None.  
    Reads the displacement value as is without any remapping.  Use Displacement Height to scale the displacement value.
  •  2:  Centered: 
    The displacement value is centered at the Displacement Center specified. If the value is equal to the center, there is no displacement.  
    Any values below the center will be displacing in whereas any values above the center will be displacing out.
  • 3: Interpolate Depth and Height:

    Fits the displacement depth and height specified through a catmull-rom spline (spline("catmullrom", -depth, -depth, 0, height, height). This mode does not use the Displacement Center.

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Space in which displacement units are measured.  E.g. "world", "object", or user-defined coordinate system.

We offer two rendering spaces for specifying displacement, world and object space.

By default, RenderMan will displace in Object space. This is typically desired for sculpted models. But for some objects this can result in discontinuities. For example, a set of objects displaced together like a set of planes made into an environment piece. In object space these may result in gaps or discontinuity between patches like below.

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To correct for this particular scenario, you can select World Space to achieve the result below using the same eight patches. This will solve issues like ocean planes, cliffs, and rocks, where displacement is shared across the shapes.

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Use Displacement Direction

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