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Displacement - Planetside Wiki
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Displacement is technique which is used to give greater shape and detail to surfaces without using
precalculated geometry. This means you can take an object made up of relatively few polygons and
add much more detail. During rendering scene elements such as the terrain or objects are broken u
into micropolygons. Displacement is used to move these micropolygons in 3D space to create more
detailed shapes.
Displacement is a fundamental part of the Terragen 2 rendering engine. All of the terrain is created
applying to the smooth sphere of the underlying planet, even when using heightfields.
Displacement can create features from the size of mountain ranges down to little pebbles. Displacem
can also be applied to other parts of a scene, such as objects like rocks or imported 3D models.
You might be familiar with bump mapping. Bump mapping is another technique which can be used t
give surfaces the appearance of more detail. It uses a bump texture to simulate lighting effects that
the impression of a surface having more shape, or making it "bumpier". The difference betweenand bump mapping is that creates real 3D geometry whereas bump
mapping fakes the appearance. With a flat surface takes on a real 3D shape. It looks
from all viewing angles. With bump mapping the flat surface stays flat and this is obvious from many
viewing angles, especially looking from the side.
Displacement is generated at render time, basically by using mathematical calculations performed by
shaders. The geometry generated by is not saved in project files or exported with terr
or object files.
As mentioned above can be used to create very large and very small features. Any larfeatures should be created as part of the terrain rather than as a surface layer. You can do it but we
don't recommend it. For best results you should connect any shaders that are generating large
displacements into the terrain part of the network. They should be connected above the Compute
Terrain .
Most of the shaders which can generate have a common set of parameters for contro
it. Here's a rundown of how those parameters work:
Displacement direction
This popup list allows you to choose the direction that is applied in. Any options in the
popup list that have "(requires computed normal)" require that there be a Compute Terrainor Comp
Normalconnected somewhere above the in the network to work properly. The popup has thefollowing options:
Along vertical: Displacement will happen along the normal of the underlying object (i.e. the plane
a model) without any being applied.
Along normal: Displacement will happen along the current surface normal.
Vertical only (requires computed normal): Displacement only happens along the normal of the
underlying object (i.e. the planet or a model). The is scaled by the difference betwe
the object normal and the surface normal. Displacement is reduced as the angle between the
normals approaches 90.
Displacement
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Using Displacement
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Lateral only (requires computed normal): Displacement only occurs in the lateral plane, or in othe
words perpendicular to the normal of the underlying object.
Lateral normalized (requires computed normal): This is the same as Lateral only but the normal i
normalised (scaled so it has a length of 1).
Displacement multiplier
This multiplies the values coming from the Displacement function input. A value of 1
leaves the incoming values unchanged. A value of 2 would make the incoming values twice as large
value of 0.5 would make them half as large. Negative values will invert the .
Displacement function
This is where you connect the (s) used to generate for the layer. It
expects inputs. This means some nodes which create themselves may not give
results you expect, no for example. This is because those nodes are displacing scene
geometry directly rather than outputting values which can be used for generating in
another . You can connect nodes which create colour though. The colour will be automatically
converted to a .
An example of this situation is using the Simple Shape Shaderto generate for anothe
. If you just turn on for the shape you won't get any in the
its connected to. However if you turn on colour for the shape you will see .
From v2.4 on you can use the Displacement Shader to Vector to convert the output of a
to a which can be connected to the Displacement function input. The
gets converted to a .
Displacement o ffset
This value is added to incoming values after they are multiplied by the Displacement
multiplier . This creates the effect of offsetting the by a set amount along th
Displacement direction. Positive values push the out so it looks almost as if it was
sitting on a plinth. Negative values will sink the back into the surface. It doesn't revers
the , it's more like creating a hole in the surface and then applying the to
bottom of the hole.
You might find surfaces with rough or spikey occasionally show problems, such as be
cut off at edges or causing gaps in ray traced shadows. Some nodes, such as the Planet,ha
Displacement toleranceparameters which can help to improve this. Changing this can
greatly increase render times so you should only change it if you have a specific need. The default
value is 1. If you're having problems try increasing it to 2. If that improves things but doesn't comple
resolve them then try increasing it by small increments. You would not generally want to go above a
value of 4 or 5 however.
Back to the Guide
displacement
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parameter node displacement
scalar displacement
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node displacement shader displacement n
shader displacement
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displacement shader vector
vector scalar
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parameter displacement
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