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The V-Ray Displacement

Lesson by Aldo Garcia | Official 5SRW study material



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LESSON#8 – Creating grass, gravel & sand with V-Ray Displacement

  • VRayDisplacementMod Advantages;
  • The 2D y 3D mode;
  • Differences between VRayDisplacementMod & displacement on material editor;
  • Creating grass, gravel & sand with VRayDisplacementMod;

 

The V-Ray Displacement

With V-Ray displacement we can modify any surface using texture maps, the difference with the bump is that bump just create a displacement effect with the light while displacement modified the geometry, that why the displacement take more rendering time; With V-Ray Displacement  we can avoid model something, but we have to create a good displacement map texture, the logic of the displacement map is the same than bump, the white color is displaced while black color is not displaced, and the displacement recognize the grayscale which is very important point to consider.

In the left image you can see a displacement with texture map with grayscale and the image on the right a displacement with black and white colors only:

displacementcomp

In the next video I’m going to show you how to create displacement from the material and from the VRayDisplacementMod too, and the 2D y 3D modes, consider this points:

  • The rendering time betwen the material displacement and the VRayDsiplacementMod 2D it’s the same.
  • If you want soft displacements, use texture maps with grayscale.
  • It’s important the correctly mapping of the geometry to get a good result.
  • Use the 2D mode for planar surfaces and 3D mode por 3d objetcs like a box.

Let’s see the lesson:
[sc:videostreaming id=”apqb39ur1ios” ]

CONCEPTS:

  • It’s more effective work whit the VRayDisplacementMod;
  • The VRayDisplacementMod recognize grayscale;
  • Use “Keep Continuity” to keep the continuity of the edges in 3D mode;
  • The”Amount” option determined the amount of displacement;

 

KEEP THE GEOMETRY IN THE ORIGIN POINT

One problem that you can find when you work with the VRayDisplacementMod is the displacement of the surface of the origin point, and can be avoided with the “Shift” option, giving us the option to decide the amount that we want hold the surface on the same position, on the next image you can see the different combinations between the “shift” & “Amount” values. Focus on the shadows to see the differences.

 

Amoundisp

EXERCISE:

Download the scene and make the test, keep in mind that VRayDisplacementMod takes more rendering time; At the end you will find the XOIO link for download the gravel texture.

Download the next files to check the excercise:

Link for gravel texture:

XOIO: http://xoio-air.de/2011/gravel-map-pack-2/


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