![displacement map maya 2017 displacement map maya 2017](https://i.ytimg.com/vi/lUOjc85zb8Q/maxresdefault.jpg)
- #DISPLACEMENT MAP MAYA 2017 FULL#
- #DISPLACEMENT MAP MAYA 2017 DOWNLOAD#
- #DISPLACEMENT MAP MAYA 2017 WINDOWS#
To start with our water surface Create > Polygon Surface > Plane and adjust the size to 200×200 units. In most cases it’s fine to use bump mapping with normal maps, especially when you look onto that surface like the facade of a building. So as a rule of thumb displacement is only recommended if you see the edges of the object and want to have them roughened / distorted. In my scene the bump sphere alone took 1.30 min and the other with displacement 12.20 min to render. You can test the difference by rendering the bump and displacement sphere separately. The calculation of displacement costs even more render time. Probably you already have noticed that the rendering time significantly raises with the use of glossy and refractive materials. By activating the Fresnel effect and entering the IOR (index of refraction) for water we can simulate that natural effect in our scene. The specularity of most materials changes depending on the viewing angle. In the Material settings we completely disable Diffuse contribution, maximize Specularity and Refraction, the Specular Roughness of water is about zero. Water is transparent so we need to turn off Opaque in the Attributer Editor > Shape tab > Arnold. Now let’s turn our clay material into water. Now the difference between Bump (left) and Displacement (right) is obvious. With Displacement Attributes > Height we control the amount of distortion and by increasing the Bounds Padding we avoid that extensions of the resulting shape are cut off. A higher number also raises the render time, so be careful here. By increasing the iterations we adjust the subdivision level which determines the level of the displacement detail. Let’s select the DisplaceSphere and in the Shape tab go down to the Arnold section and change Subdivision > Type to catclark.
#DISPLACEMENT MAP MAYA 2017 FULL#
To have full control over collisions and intersections there is another way with deformer modifiers which we explore in a later tutorial. Since we have the IPR that’s mostly no big deal. The deformation is calculated at render time which has the advantage of faster working – and the disadvantage that the final shape cannot be seen in the viewport. Notice that the object in the viewport remains undistorted. In the IPR view we already can see a distortion. In the file node we need to switch the Color Space to RAW.
#DISPLACEMENT MAP MAYA 2017 WINDOWS#
Let’s rename the material to “aiDisplace” and klick on the output connection icon.Ī SG (Shading Group) windows pops up where we assign the recently downloaded “OceanShape0000.exr” with a file node in the “Displacement mat.” slot. Now we select the DisplaceSphere and assign a new aiStandard material. We Create another Polygon Sphere, rename it to “DisplaceSphere”and move it beside the “BumpSphere” for comparison. With the exposure slider we can adjust the intensity of the bump effect. In the file node we need to switch the Color Space to RAW which is always required when using. This time we leave Use As > Bump since the bump file is not the blue normal map type. Rename the material to “aiBump” and assign the recently downloaded “OceanShape0000.exr” with a file node in the Bump channel. As a base object we Create > Polygon Primitives > Sphere, rename it to “BumpSphere” and assign a new aiStandard material. In our Maya scene we hide all objects except the aiSkydomeLight and aiBackground.
#DISPLACEMENT MAP MAYA 2017 DOWNLOAD#
To get started download the vector map here and copy it to your sourceimages folder.
![displacement map maya 2017 displacement map maya 2017](https://3.bp.blogspot.com/-7MSUdb_K1Vw/UTozn_GCZdI/AAAAAAAABo0/KTZkn8xsn_U/s1600/Difference+between+bump+map+and+displacement+map+in+maya+4.jpg)
We will end up creating a wavy water surface from a simple polygon plane with just one texture. In this chapter we will compare bump with displacement – another option which really distorts the surface during render time. In the previous tutorial we applied a Normal Map in the Bump Material Channel to add roughness to the surface.