Page tree

Versions Compared


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


  • 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!