Displacement Mapped Objects
A displacement map is a kind of texture map which contains values to offset vertices from a surface along a vector direction. Each texel in displacement map is a scalar value specifying distance to translate a vertex location from it's surface plane. Note displacement mapped objects cannot be used in CSG functionsDisplacement Map Types • Variation - Contains 2 layers, scalar layer values are added together at render time to produce final vertex displacement value Layer 1 - Procedural: Auto generated map used for random pattern like displacement surface effects. Layer 2 - Interactive: Interactively create vertex displacements on objects using a brush effect • User defined - A texture map used for displacement applied to objects using Window: Textures menu command 1. RGB maps are converted to gray scale 2. Map applies to all surfaces of object, each object can have 1 displacement map. 3. It is necessary for displacement maps to uniformly wrap around entire object. Creating a Displacement Mapped Object Choose Displacement Mapping option when creating an object, supported for Rectangle, Cylinder, Cone, Torus, Sphere shapes. By default a procedural map is created for object. Displacement Map Settings With a displacement map object selected as Object A, open Object Effects dialog with Window: Object Effects menu option and choose "Disp. Map" tab.Max Subdivisions: Controls maximum level of vertex granularity for each surface in object. Higher values produce more vertices.Regional Max Subdivisions: Allows level of vertex granularity to be set independently at Y poles for sphere shapes and Y top/base surface for rectangle shapes. Example sphere shown in Wireframe render mode with Max Subdivisions = 4 on left, 10 on rightUser Defined Map SettingsScale: Factor to apply to displacement map value. Note displacement map value is in range 0 - 1, Scale value of 0 disables mapInward Displacement: 'High' (white) areas of map produce inward negative displacement, by default displacement is outward.Wrap S/T: Specifies how many times map texture coordinates repeat around object. Note these are integer valuesMap LOD: Specify mip level to use when sampling displacement map. Higher values produce a smoother displacement result.Scale Power: Applies power raise to displacement map value before multiplying by Scale setting, results in a smoothing or sharping of displaced effect. Note: These settings are available when a displacement map is set on object with Texture dialog. User Defined Displacement Map Setup Base map with corresponding displacement map 1. Create a displacement mapped Sphere object 2. Select a surface on Sphere object as Surface A 3. Using Window: Textures dialog set base map to all surfaces of object 4. Configure displacement map using Window: Object Effects and choose "Disp. Map" tab 5. In example Max Subdivision is set to 20 and Variation map is disabled by setting it's Scale to 0 6. In Textures dialog set displacement map to all surfaces on object, Wireframe and Solid Fill render modes shown Variation Map SettingsProcedural Map Settings From Disp. Map dialog tab usebutton to open Variation map dialog and choose "Procedural Map Layer" tabScale: Sets maximum vertex displacement rangeExample showing procedural map result. Settings are standard Perlin noise Interactive Map Settings From Disp. Map dialog tab usebutton to open Variation map dialog and choose "Interactive Map Layer" tabScale: Sets maximum vertex displacement rangeBrush SettingsX/Y: Sets brush shape and sizeA: Rotates brush shapeEllipse Specific Settings ES: "Ellipse Shape", varies shape of ellipse, shapes range from diamond/star to rounded corner rectangle Cut Out: Angular cut out section Cut Section: Angular position of cut out sectionCross Specific Settings Width 1/2: Adjust width of horizontal and vertical cross sectionGradient: Adjusts degree of edge fading for the brush shapeCenter: Sets location of gradient, only available for sloped ellipse, rectangle brushesInvert: Changes direction of brush gradient from outward to inward to inward to outwardCyl Center Y Scale: Adjusts Y scale for brush shape when projected onto an object, *only for Cylindrical conformanceMatch Object Scale: Brush counter scales with the object to maintain a conformal shape, otherwise brush will scale with the object, *only for Rectangular conformanceBrush Shapes Ellipse Rectangle Cross Sloped Ellipse Sloped Rectangle Use sloped shapes for 'sloped' or gradient style displacements on objectsBrush Effect Effect applies to object vertices covered by the brush shape Additive: Displaces objects vertices outward or inward Flatten: Reduces displacement amount back to 0, no displacement, acts like a 'displacement eraser' Average: Averages surrounding area vertex displacements, acts like a 'displacement smoothing brush' Procedural: Brush shape is blended with a procedural map as specified to create a non-uniform/random brush displacement inward or outward. Note: Be aware that inward displacements can cause interleaved geometry and incorrect rendering, this can most likely occur at corner regions of an object, check wire frame view. Brush effects only apply to interactive layer, total vertex displacement consists of user defined, procedural and interactive maps. Applying Brush Effects Create a displacement mapped object, move mouse pointer to a location within object in scene. Click middle mouse button (as alternative use front side button, middle button will be unreliable on mouse device without a center wheel ratchet). Hold down button to drag brush location on object.
Inward displacement using additive brush effect
Brush Shape ConformanceShape conformance effects how brush is projected onto objects. Spherical: Conforms to spherical objects Cylindrical: Conforms to cylindrical objects Rectangle: Conforms to rectangular objects (exclusively used for displacement mapped rectangle objects) Rectangular brush shape on Spherical objectWhere to use Cylindrical Conformance Cylinder shaped areas conform best with cylindrical brush. These include cylinder objects and elongated sphere center section which results in a cylindrical center region. Spherical brush will not result in a conformal brush shape in cylindrical regions.
Visual 3D Modeler User's Guide Rev 1.6