Surface Layer - Displacement Tab: Difference between revisions
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[[ | [[Image:drex_module_135_2_image_0.png|center|Surface Layer - Displacement Tab]] | ||
'''Description:'''<br /> | |||
Displacement is what gives three dimensional shape to your surface layers. The Displacement contains settings which let you control displacement for the layer. | |||
Displacement is a process where the micropolygons which make up the rendered scene get moved in space to create 3D shapes. The Surface Layer gets the information it needs to perform displacement from the node connected to the '''Displacement function''' input. There are many nodes you can use to create displacement. | |||
The '''Displacement function''' expects scalar inputs. This means some nodes which create displacement themselves may not give the results you expect, no displacement for example. You can connect nodes which create colour though. The colour will be automatically converted to a scalar. An example of this would be using the [[Simple Shape Shader]] to create displacement. If you turn on displacement for the shape shader you won't get any displacement. However if you turn on colour for the shape shader you will see displacement. From v2.4 on you can use the [[Displacement Shader to Vector]] node to convert the output of a displacement shader to a vector which can be connected to the '''Displacement function''' input. The vector gets converted to a scalar. | |||
It might be tempting to use the Surface Layer displacement to create large features in the landscape, mountains for example. Although you can do this we don't recommend it. For best results large features should be created as part of the terrain itself rather than in surface layers. They should be connected above the [[Compute Terrain]] node. | |||
'''Settings:'''<br /> | |||
<ul> | |||
<li> | |||
'''Displacement direction:''' This popup allows you to choose the direction that displacement is applied in. The popup have the following options: | |||
<ul> | |||
<li> | |||
<u>Along vertical:</u> TBC | |||
</li><li> | |||
<u>Along normal:</u> TBC | |||
</li><li> | |||
<u>Vertical only (requires computed normal):</u> TBC | |||
</li><li> | |||
<u>Lateral only (requires computed normal):</u> TBC | |||
</li><li> | |||
<u>Lateral normalized (requires computed normal):</u> This is the same as <u>Lateral only</u> but the normal is normalised (scaled so it has a length of 1). | |||
</li> | |||
</ul> | |||
</li><li> | |||
'''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. | |||
</li><li> | |||
'''Displacement function:''' This parameter is where you connect the node(s) used to generate displacement for the layer. | |||
</li><li> | |||
'''Displacement offset:''' This value is added to incoming displacement values before they are multiplied by the '''Displacement multiplier''' parameter. This creates the effect of offsetting the displacement by a set amount along the '''Displacement direction'''. Positive values push the displacement out so it looks almost as if it was sitting on a plinth. Negative values will sink the displacement back into the surface. It doesn't reverse the displacement, it's more like creating a hole in the surface and then applying the displacement to the bottom of the hole. | |||
</li> | |||
</ul> | |||
Back to: [[Surface Layer]] | Back to: [[Surface Layer]] | ||
Revision as of 02:19, 13 March 2012

Description:
Displacement is what gives three dimensional shape to your surface layers. The Displacement contains settings which let you control displacement for the layer.
Displacement is a process where the micropolygons which make up the rendered scene get moved in space to create 3D shapes. The Surface Layer gets the information it needs to perform displacement from the node connected to the Displacement function input. There are many nodes you can use to create displacement.
The Displacement function expects scalar inputs. This means some nodes which create displacement themselves may not give the results you expect, no displacement for example. You can connect nodes which create colour though. The colour will be automatically converted to a scalar. An example of this would be using the Simple Shape Shader to create displacement. If you turn on displacement for the shape shader you won't get any displacement. However if you turn on colour for the shape shader you will see displacement. From v2.4 on you can use the Displacement Shader to Vector node to convert the output of a displacement shader to a vector which can be connected to the Displacement function input. The vector gets converted to a scalar.
It might be tempting to use the Surface Layer displacement to create large features in the landscape, mountains for example. Although you can do this we don't recommend it. For best results large features should be created as part of the terrain itself rather than in surface layers. They should be connected above the Compute Terrain node.
Settings:
-
Displacement direction: This popup allows you to choose the direction that displacement is applied in. The popup have the following options:
- Along vertical: TBC
- Along normal: TBC
- Vertical only (requires computed normal): TBC
- Lateral only (requires computed normal): TBC
- Lateral normalized (requires computed normal): This is the same as Lateral only but the normal is normalised (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.
- Displacement function: This parameter is where you connect the node(s) used to generate displacement for the layer.
- Displacement offset: This value is added to incoming displacement values before they are multiplied by the Displacement multiplier parameter. This creates the effect of offsetting the displacement by a set amount along the Displacement direction. Positive values push the displacement out so it looks almost as if it was sitting on a plinth. Negative values will sink the displacement back into the surface. It doesn't reverse the displacement, it's more like creating a hole in the surface and then applying the displacement to the bottom of the hole.
Back to: Surface Layer