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The following sections describe displacement workflow in RenderMan for Maya (RfM) based on Mudbox and Zbrush workflow. You may be able to adapt this workflow to your own tools if necessary.

You must manually set a displacement bound in RfM on the shape node or RenderMan will not calculate displacement. Begin with a small number, e.g.1 to avoid large performance penalties. If there is clipping of the displacement, increase the amount in small increments.