8
Displace M esh Modifier (World Space) 499
the background as you apply to the object , the
object is invisible in the rendered scene.
Themaindifferencebetweentheworld-space
version of Camera Map and the object-space
version is that, when you move the camera or the
object using the object-space version, the object
becomes visible, because the UVW coordinates are
fixed to the object’s loc al coordinates. When you
movethecameraorobjectusingtheworld-space
version, the object remains invisible because world
coordinates are used instead.
Inter face
Current Camera Object g roup
Label—Names the current camera used for
mapping. If there is no current camera, reads
"None."
Pick Camera—C lick this button, and then selec t t he
camera you want used for mapping.
Channel group
Ma p Cha nnel—Specifies use of a
map channel
(page 3–1060)
. Map channels are specified in the
Material Editor (page 2–1253)
.
Ver tex Color Channel—Specifies use of the Vertex
Color Channel (see
UVW Map Modifier (page
1–905)
).
Displace Mesh Modifier ( World
Space)
Select an object. > Modify panel > Modifier List >
World-Space M odifiers > * Displace M esh
TheDisplaceMeshworld-spacemodifier(World
Space) lets you see the effect of
displacement
mapping (page 2–1352)
on
editable mesh objects
(page 1–984)
and objects with a
Disp Approx
modifier (page 1–607)
applied to them. If a
displacement map is applied to the object, the
mesh shows the effect of the displacement map.
Displace Mesh replaces the mesh with its displaced
version.
There are two main reasons for using Displace
Mesh:
•Asavisualizationaidtoseetheeffectof
a displacement map in v iewports, and to
compare the placement of displaced objects
w ith other objects in the scene.
For example, if you use an animated
displacement map to create waves on a water
surface, you might temporarily apply Displace
Mesh to see where the ripples meet the waterline
of a boat.
When you use Displace Mesh in this way,
usually you delete it once you’ve obtained the
effect you want.
• Toobtainaneditablemeshcreatedfroma
displacement map
To use the Displace Mesh this way, you apply it
to the object that has a displacement map, then
apply the
Snapshot command (page 1–438)
from the Tools menu, and choose Mesh as the
clone method.
Snapshot creates a permanently displaced mesh.
As it does for other kinds of objec ts, Snapshot
also leaves the original, displacement-mapped
object in the scene. After applying Snapshot,