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3D Displacement Shader (mental ray) 1525
Global settings for the mental ray displacement
method are in the Displacement group on the
Shadows And Displacement rollout (page 3–111)
of the Render Scene dialog’s Renderer panel.
See also
mental ray Displacement (page 3–95)
mental ray Connection Rollout (page 2–1305)
mental ray Material (page 2–1385)
Inter face
3D Displacement (3dsmax) Parameters rollout
Note: The button to the rig ht of the Factor and
DirectionStrengthcontrolsisashortcutshader
button. Clicking one of these buttons displays the
Material/Map Browser (p age 2–1256)
so you can
assign a shader to this component. When a map
or a shader has been assigned to a component, this
button displays the letter “M,” and t he comparable
button on the Shaders rollout displays the map or
shader name.
Object I ndependent—When on, the displacement
effect is independent of the size of the object’s
bounding box. When off, the displacement
effect is scaled according to the size of the object.
Default=on.
Scaling the displacement based on object size
is the standard behavior for regular 3ds Max
displacement mapping.
Displa cement Length—This is the length of
displacement when Object Independent is on, the
extrusion map is at 100 per cent (white) and the
Extrusion Strength equals 1.0. Lower gray levels in
the extrusion map, or other values of Extrusion
Strength, scale the amount of displacement.
When Object Independent is off, this value is
disregarded. Default=1.0.
Ex trusion S trength—Cont rols the heig ht of the
displacement. This value is a multiplier: at the
default va lue of 1.0, the map’s effec t is unchanged.
Greatervaluesincreasetheeffectofthemap,and
lower values decrease it. Default=1.0.
Ex trusion M ap—Click to display the
Material/Map
Browser (page 2–1256)
and choose a m ap to
useforthedisplacement. Displacementmaps
apply the gray scale of the map to generate the
displacement. Lighter colors in the 2D image
push outward more strongly than darker colors,
resulting in a 3D displacement of the geometry.
Direction Str ength—Controls the strength of the
direction shader. Default=0.0.
Impor tant: Adding a direction sh ader has no visible
effect unless you set Direction Strength to be greater
than its default value of zero. (Direction Strength values
less than zero have no effect.)
Direction M ap—
Click to display the
Material/Map
Browser (page 2–1256)
and choose a shader to
use for the map direction. The direction of the
displacement is perturb e d a ccording to the RGB
valuesoftheshaderoutputormappixels.Red
values offset in the U axis, Green values offset in V,
and Blue values offset in W (using the object-local
UVW coordinates).