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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!

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