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In this chapter, we've talked about animation. We've animated the camera. We've animated colors. We've animated textures. We've put the camera in motion itself, and animated the depth of field. But sometimes you want to animate a displacement map. So I've loaded up the landscape. This is from Chapter 8, and here we've got just a simple rough landscape. You can animate that displacement map on there to create those moving bumps. You can do something like this for an ocean. You can do it for medical textures and all kinds of things like that.
So the way this is going to work, we're going to jump to the Render tab. Landscape.lxo is opened. From the Shader Tree, we're going to open the render, and there's our displacement map applied earlier. What we're going to do is go to the Texture Locator. What's interesting about animating a displacement map is that we don't really want to move the position too much left and right because, well, yeah, it would just move it over, and you can do that if you want. That's fine. Nothing wrong with that. But if you play with the size on the Y axis, you get this really cool kind of bubbling type of look. And the reason I'd like to do this is that I've actually had projects where we needed to create lava, bubbling water in a pot.
And you can do that just by animating this Y value on the displacement map. Now when you do this, it's going to pull the texture a little bit, so you can see here that my camera needs to be zoomed in just slightly so that it doesn't show underneath. So here's how we're going to do it. We're going to select the Size right here, we're going to have keyframe down to zero, and then we're going to click on the red button right there, and that says create a keyframe for that displacement. We have Dented Displacement selected, so it's one meter. That's its position right now, at zero.
Well, how much do we want to animate it? How does that work? Well, again, look at the grid down here, 500 millimeters. That means two grids is 1 meter. So if I move this 1 meter to 2, keep an eye on the Camera view up here and see what that render looks like. When I hit Return, you can see how it doesn't actually jump too much. So that's good, so let's keep that at 1. Let's go to frame 60, bring it to 2, and then at 120, let's bring it to -1.
And then if you open the Graph Editor down here at the bottom, you can see from the Displacement Dented texture, we'll select the Scale, the red channel, and here it is. This is the motion we just created. At frame 0, it's 100%. We come up at frame 60 to 200%, which equals to 2 meters, and then we come down to -100%, equal to -1 meter. So what does the final look like for something like that? Hit the Rewind button, go to first frame, hit the Play button, and you'll see in the Preview window.
Now because it's a displacement map, it doesn't quite play back in real time, so I'm just going to slightly go through here. And what you're going to see is that displacement is just kind of bubbling all over the place. And I'm doing it a little bit exaggerated for this animation, but think of it on a simple scale for an ocean. We can do really nice little waves with something like this, animating the displacement map. Okay, so at the same time, you can also animate the bump map. If you play with the size on the Y axis, because there really isn't a Y axis for this bump, it will suddenly move that bump map around. It would give it a really neat look.
We can certainly just move it by changing the position and animating that. You create the keyframe there at frame 0, move it to another frame, create a different value, and so on. So keyframing in modo is really pretty easy. Remember that any of these dots that you see on any of the values, even world transform, world coordinates, projection type, and so on, every one of those can be animated. It's up to you to test it out and try it and see what kind of effects you can come up with, and set up cool animations directly in modo.
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