Displacement Shader: Difference between revisions
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[[ | [[File:DisplacementShdr_00_GUI.png|none|470x|Displacement Shader]] | ||
==Overview== | |||
The Displacement shader displaces a surface by the values from any shader or function nodes assigned to its function input. Values from the assigned shader or function nodes are converted to scalar data. | |||
''' | |||
'''Settings:''' | |||
*'''Name:''' This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Displacement shader nodes in a project. | |||
*'''Enable:''' When checked, the node is active and the Displacement shader will be applied to the surface. When unchecked, the node is ignored. | |||
*'''Function:''' This setting allows you to assign shader or function nodes to use as displacement for the surface. | |||
<ul> | |||
[[File:DisplacementShdr_03_Funciton.jpg|none|800px|Various shaders assigned to Function setting to displace the flat plane.]] | |||
</ul> | |||
''' | *'''Displacement direction:''' This popup has 5 options which allow you to choose the direction in which the displacement is applied in. Options that "(requires computed normal)" must have a Compute Terrain or Compute Normal node connected somewhere above the Surface Layer in the network to work properly. The popup has the following options | ||
<ul> | <ul> | ||
[[File:SurfLay_05_DisplacementDirectionOptions_GUI.png|436px|Displacement direction options]] <br /> | |||
<ul> | <ul> | ||
<u>Along vertical:</u> Displacement happens along the normal of the underlying planet or 3D object’s geometry. <br /> | |||
<u>Along vertical:</u> Displacement | <u>Along normal:</u> Displacement happens along the current surface normal. <br /> | ||
</ | <u>Vertical only (requires computed normal):</u> Displacement only happens along the normal of the underlying planet or 3d object’s geometry. The displacement is scaled by the difference between the object normal and the surface normal. Displacement is reduced as the angle between the normals approaches 90°. <br /> | ||
<u>Along normal:</u> Displacement | <u>Lateral only (requires computed normal):</u> Displacement only occurs in the lateral plane, that is perpendicular to the normal of the underlying object. <br /> | ||
</ | <u>Lateral normalized (requires computed normal):</u> This is the same as Lateral only but the normal is normalised, that is scaled so it has a length of 1. <br /><br /> | ||
<u>Vertical only (requires computed normal):</u> Displacement only happens along the normal of the underlying | |||
</ | |||
<u>Lateral only (requires computed normal):</u> Displacement only occurs in the lateral plane, | |||
</ | |||
<u>Lateral normalized (requires computed normal):</u> This is the same as | |||
</ | |||
</ul> | </ul> | ||
{| | |||
|- | |||
| [[File:DefShdr_17_DisplacementTab_DiplaceDirectionOff.jpg|none|266px|Displace direction: Off ]]|| [[File:DefShdr_09_DisplacementTab_DisplaceDirectionAlongVertical.jpg|none|266px|Displacment direction: Along vertical]] || [[File:DefShdr_10_DisplacementTab_DisplaceDirectionAlongNormal.jpg|none|266px|Displacement direction: Along normal]] | |||
|- | |||
| [[File:DefShdr_11_DisplacementTab_DisplaceDirectionVerticalOnly.jpg|none|266px|Displacment direction: Vertical only]] || [[File:DefShdr_12_DisplacementTab_DisplaceDirectionLateralOnly.jpg|none|266px|Displacement direction: Lateral only]] || [[File:DefShdr_13_DisplacementTab_DisplaceDirectionLateralNormalized.jpg|none|266px|Displacement direction: Lateral normalized]] | |||
|} | |||
</ul> | </ul> | ||
*'''Displacement multiplier:''' This multiplies the displacement values coming from the "Displacement function" input. A value of 1 leaves the incoming values unchanged. A value of 2 would make the incoming values twice as large. A value of 0.5 would make them half as large. Negative values will invert the displacement. | |||
<ul> | |||
{| | |||
|- | |||
| [[File:DefShdr_14_DisplacementTab_DirectionMulitplier0p25.jpg|none|266px|Direction multiplier = 0.25]] || [[File:DefShdr_15_DisplacementTab_DirectionMulitplier0p5.jpg|none|266px|Displacement multiplier = 0.5]] || [[File:DefShdr_16_DisplacementTab_DirectionMulitplier1.jpg|none|266px|Displacement multiplier = 1.0]] | |||
|} | |||
</ul> | |||
<br /n> | |||
[[Category:Displacement Shader]] | [[Category:Displacement Shader]] | ||
Latest revision as of 21:15, 19 October 2021

Overview
The Displacement shader displaces a surface by the values from any shader or function nodes assigned to its function input. Values from the assigned shader or function nodes are converted to scalar data.
Settings:
- Name: This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Displacement shader nodes in a project.
- Enable: When checked, the node is active and the Displacement shader will be applied to the surface. When unchecked, the node is ignored.
- Function: This setting allows you to assign shader or function nodes to use as displacement for the surface.

- Displacement direction: This popup has 5 options which allow you to choose the direction in which the displacement is applied in. Options that "(requires computed normal)" must have a Compute Terrain or Compute Normal node connected somewhere above the Surface Layer in the network to work properly. The popup has the following options
-
Along vertical: Displacement happens along the normal of the underlying planet or 3D object’s geometry.
Along normal: Displacement happens along the current surface normal.
Vertical only (requires computed normal): Displacement only happens along the normal of the underlying planet or 3d object’s geometry. The displacement is scaled by the difference between the object normal and the surface normal. Displacement is reduced as the angle between the normals approaches 90°.
Lateral only (requires computed normal): Displacement only occurs in the lateral plane, that is perpendicular to the normal of the underlying object.
Lateral normalized (requires computed normal): This is the same as Lateral only but the normal is normalised, that is scaled so it has a length of 1.
- Displacement multiplier: This multiplies the displacement values coming from the "Displacement function" input. A value of 1 leaves the incoming values unchanged. A value of 2 would make the incoming values twice as large. A value of 0.5 would make them half as large. Negative values will invert the displacement.








