DISPLACEMENT MANAGER – OVERVIEW

 

Displacement Manager instantly builds vector displacement node networks and automatically adjusts geometry settings for Arnold, Redshift and Renderman. Setting displacement setups manually can be time consuming, confusing and it’s easy to make mistakes which can give incorrect results.

 
 

DOWNLOADS & CREDITS

 

Rhino: By Andrew Silke (Instructor)

Ear: By Andrew Camenisch, download here .

Cartoon Face: Download Zeno Pelgrim’s Face . Please note the vector displacement map is low resolution and has seams. Visit Zeno Pelgrim’s site

 
 

CREATE

 

1. Select an object, shader or a shading group and click Create Displacement.
2. Browse and add your vector displacement map to the Image Path.

Render and wait while the displacement builds. The displacement will appear.

Note: This script operates on the first related shading group node and will affect all assigned meshes.

 
 

DELETE

 

1. Select an object, shader or shading group with displacement.
2. Click the Delete icon.

The tool deletes all related nodes in the current displacement network, and resets appropriate mesh settings. Please note that while deleting displacement the existing nodes must have been created with Zoo Tools 2 and above.

 
 

GENERAL SETTINGS

 

Method
We currently support Vector displacement. We will add Black and White displacement in the future.

Type
Tangent is the most common vector displacement setting and calculates displacement based on the normal direction of the surface. In rare cases the displacement may have been extracted in Object space.

Scale
Scale multiplies the projected depth of displacement, higher numbers will push the displacement further. Vector displacement Scale typically should be set at 1.0 and the object must not have it’s Transforms Frozen after the displacement has been extracted.

Bounds
If you notice clipping in the more displaced places on your mesh it’s likely that it’s bounds setting is set too low. Increase this setting to reveal any clipped areas.

 
 

ARNOLD & REDSHIFT SETTINGS

 

Divisions
Arnold and Redshift are affected by the divisions level setting, this represents the limit of how many divisions can be applied. Each division step will add four times as many polygons.

Note that this setting is the Maximum Division level and the renderers will try to optimise the divisions based on the distance of the camera to the model/s.

Be careful while using high Division settings, or while adding displacement to dense geometry as the polygon count can increase drastically with each level and can cause your machine to hang or crash.

Auto Bump
Check this setting on if you want to use the renderer’s Auto-Bump setting. Auto Bump will take the higher levels of displacement and convert them into bump maps for more efficient rendering. Please see the documentation for each renderer.

 
 

RENDERMAN SETTINGS

 

Divisions
Renderman automatically calculates it’s mesh density, based on the distance to camera, so this setting is disabled. Please note mesh density is calculated when the IPR session is started, if you zoom close to objects after starting the IPR render you will need to reload the IPR session.

There is no Auto-Bump setting in Renderman.

 
 

ISSUES AND FIXES

 

Scale Issues
Scale is important while applying vector displacement and in most case it should be set to 1.0. Issues can occur if the object has Freeze Transforms applied to an object after the displacement has been extracted. You may scale the mesh object/s larger but they should not have their transforms reset/frozen.

Arnold Silhouette Clipping
In Arnold if you have a Skydome Light selected while viewport rendering, the skydome will cut through the silhouette of the object. Just unselect the light to fix this issue. Arnold’s viewport light selection only affects un-displaced geometry. Arnold will render correctly once the light is not selected.

General Clipping Issues Higher scaled parts of the mesh may be clipped. increase the Bounds setting.

IPR Detail Loss
Displacement density is usually applied based on the camera distance to the object/s. When you render while the camera is far from a displaced object, the renderer will apply fewer divisions. While IPR rendering, you may zoom up to the object and notice that the displaced area has less detail than expected. If this occurs, restart the IPR (interactive) renderer session. In Redshift you may need to disable/refresh the freeze icon (see next point).

Redshift Slow IPR Update
In Redshift, the displacement may be slow while changing frames or zooming in IPR; This is because Redshift recalculates the displacement on each IPR change. To fix this issue, you can freeze the all scene displacement with Freeze icon (snowflake) in the Redshift Render View, this stops all scene displacement from constantly updating and will make IPR rendering faster. Note that while zooming in, you may see detail loss. To refresh the scene, un-click the Freeze icon off and restart the IPR render session.