The last input socket of the Material Output node is Displacement. Sadly, it seems that at the moment, its use is limited.
By enabling Experimental in the Feature Set option under the Render tab in the Render window, it's possible to have access to an incomplete displacement feature:
start_03.blend
file, select the Spheroid, and delete its material.Bump will give us the average bump effect, which is the same as connecting the texture output in the Displacement input of the Material Output node (this is a different way to have an overall bump effect, and it works without the need to set the Feature Set option to Experimental).
By setting the method to True, we can have a displacement effect that is not different from the Displace Modifier output, and the mesh must be subdivided.
Both will use the texture gray-scale values' information for a displacement and the bump effect together.
textures
folder, and load the quads.png
image.quads.png
image in the UV/Image Editor
, and press Tab again to go out of Edit Mode. Note that this is the quicker way to unwrap the Spheroid, which is still a Cube at its lower level of subdivision. If you want, you can do a better unwrapping by placing seams to unfold it and by selecting a normal Unwrap option from the pop-up menu.6
.2.000
(if you don't see any modification in the rendered preview, it's an update issue, which can be solved by pressing Tab twice to go in and out of Edit Mode).Instead of the Smart UV Project option to unwrap the Spheroid, try the default 1:1
UV Mapping (the Reset item in the menu, which gives the whole image mapped on each face). The following screenshot shows the checker image texture used with the different unwrap:
9931OS_01_displacement.blend
.In any case, this is just for a temporary demonstration; the feature is still incomplete. At the moment, it seems to work quite well only if the texture is mapped with UV coordinates. This is definitely going to change in the future.
Simply put, the gray-scale values of the texture are multiplied by the value we put in the second slider of the Math node. For example, if we set a value of 0.500
, the intensity of the effect will be the half of the default value (1.000 x 0.500 = 0.500). With a value of 3.000
, the effect would be three times the default value, and so on. Similar to Blender Internal, the value can also be set as negative, thereby inverting the direction of the displacement.
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