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Displacement Tag

This Tag is LEGACY for versions 1.1 and below. Please use instead of it Vray Displace Material .

This section allows you to control displacement of objects with displacement tag on it. It`s old way in VRAYforC4D now, but still can be usefull, you can use new one Vray Displace Material. Displacement is a technique for adding detail to your scene geometry without having to model it first. The concept is very similar to material bump. However, bump is a shading effect that only changes the appearance of a surface, while displacement actually modifies the surface.

Displacement Tag is a simple object tag, just select the object and right click on it to add the Vray Displacement Tag in the tag you can output in any texture or shader or combination. The tag needs also a vray material applied. It uses the UVW method of the first left material.

Basic Properties

Name - here you can enter a name for the object.
Layer - If an element was assigned to a layer its layer color will be displayed here. This field reflects the layer color in the Layer Palette. You can drag & drop layers from the Layer Browser or similar layer fields onto this field. You can also assign layers or remove elements from current layers using the menus located behind the small triangle.

Geometry Parameters

On - when this option is on VRAYforC4D's displacement tag will affect to object.
Use Global parameters - when this option is off VRAYforC4D's displacement tag will use own displacement parameters, not Displacement Render Settings values.
View dependent - when this is on, Edge length determines the maximum length of a subtriangle edge, in pixels. A value of 1.0 means that the longest edge of each sub triangle will be about one pixel long when projected on the screen. When View-dependent is off, Edge length is the maximum sub triangle edge length in world units.
Edge length - this determines the quality of the displacement. Each triangle of the original mesh is subdivided into a number of subtriangles. More subtriangles mean more detail in the displacement, slower rendering times and more RAM usage. Less subtriangles mean less detail, faster rendering and less RAM. The meaning of Edge length depends on the View-dependent parameter below.
Max subdivs - this controls the maximum subtriangles generated from any triangle of the original mesh. The value is in fact the square root of the maximum number of subtriangles. For example, a value of 256 means that at most 256 x 256 = 65536 subtriangles will be generated for any given original triangle. It is not a good idea to keep this value very high. If you need to use higher values, it will be better to tessellate the original mesh itself into smaller triangles instead.

Mapping Parameters

Texture - the displacement map. This can be any texture map - a bitmap, procedural map etc.
Amount - the amount of displacement. A value of 0.0 means the object will appear unchanged. Higher values produce a greater displacement effect. This can also be negative, in which case the displacement will push geometry inside the object. Intensity of the displacement is sets in really world units, thous units are taken from the c4d units of the file, if you change the units there also the displacement size changes accordingly.
Shift - this specifies a constant, which will be added to the displacement map values, effectively shifting the displaced surface up and down along the normals. This can be either positive or negative.
Keep continuity - using this will try to produce a connected surface, without splits.