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  • In Preferences, Import/Export, Vector Displacement Map, set the Tangent FlipAndSwitch to 4143.  There are 48 different vector displacement because a red channel for a renderer may be up while down for the another renderer.  RenderMan is 43.
Note

Recent changes meant a change from Tangent FlipAndSwitch 41, if your displacement is not correct, you may need this setting rather than 43.

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  • On the Tools, Vector Displacement Map, set vd Tangent on, set vd 32 Bit to export a 32-bit map otherwise it is 16-bit, set vd SUV for smooth UV to on, vd Normals to on. 

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  • Create a PxrDisplace node (this is the displacement shader that actually displaces your surface).
  • Connect PxrTexture's output Result RGB to PxrDispTransform's Disp Vector.
  • Connect PxrDispTransform's Result XYZ to PxrDisplace's Disp Vector. Your graph should look like this:

  • Add PxrSurface, assign it to the model and add some lights, set the displacement bound appropriately, and render!