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All displacement transform related functions -related functions are in PxrDispTransform pattern. 



You need to set your displacement bound in order to see displacement. For performance reasons, one is not always set by default. Use small values at first, if you have clipping, increase the value slowly.


To match Displacement from the previous version of RenderMan, the following conversion may be of use:

To get a similar tessellation level, using a shading rate (deprecated) value of X would translate in using a micropolygonlength value of sqrt(X):

shading rate = 0.25, micropolygonlength = 0.5
shading rate = 1, micropolygonlength = 1
shading rate = 4, micropolygonlength = 2


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.


If checked, displacement is enabled. This is useful for debugging where we sometime sometimes want to turn off displacement.


Vector displacement input. Vector displacement data is a three-channel data file,  XYZ. We can connect this to a PxrTexture pattern node or any pattern node that outputs a vector or color.


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Hints on performance:

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 using Micropolygon Length and reducing this number slowly (decreasing the size of the resulting polygons for finer details).