Properties: Displacement (Render mesh modifier)

The Displacement constructs a displacement display mesh for surfaces, polysurfaces, or meshes.

Basic Settings

CheckboxOn
Enables the displacement mapping display.

Texture pane
Specifies a procedural texture or image file used to map the displacement. Click to create a new texture or select a different texture in the model.

Edit Edit
Click to edit the texture properties.

Mapping Channel
Mapping channel number for the displacement mapping.

Displacement

Black point
Amount of displacement (in currently used units) for black colors on displacement texture. Can be any number.

White point
The amount of displacement for the white color in the procedure or image.

Mesh detail settings

Initial quality

Low ~ Extremely high (5 levels)
Specifies how densely the object is subdivided and displacement texture is sampled initially. Using too low initial quality may result in loss of some features in the displacement. Too high initial quality makes displacement process unnecessarily dense and slow.

CheckboxMax faces
Runs a mesh reduction as a post process and simplifies the result of displacement to meet the specified number of faces.

CheckboxFairing
Straightens rough feature edges. This is similar to anti-aliasing. The value specifies the number of passes.

Advanced settings

Post weld angle
Specifies the maximum angle between face normals of adjacent faces that will get welded together.

Mesh memory limit (MB)
Specifies in megabytes how much memory can be allocated for use by the displacement mesh. The memory limit can be set up to 32768 MB.

Refine steps
After the initial subdivision and displacement texture sampling further refinement takes place. The value specifies the number of refinement passes.

Refine sensitivity
Specifies how sensitive the divider for contrasts on the displacement texture is. Specify 1 to split all mesh edges on each refine step. Specify 0.99 to make even slight contrasts on the displacement texture cause edges to be split. Specifying 0.01 only splits edges where heavy contrast exists.

Note: Render mesh modifiers are applied in the following order:

  1. Curve Piping
  2. Thickening
  3. Edge Softening
  4. Shut Lining
  5. Displacement