Learn how to deform a mesh with a texture map.
- [Instructor] Displacement is a way…of deforming a surface based upon pixel values.…In this example we'll use a height map…in order to displace a terrain.…In the previous movie we saw…a different way of doing that with a texture deformer,…and that's still here in this scene.…In the display layers I've got…terrainTextureDeformLayer.…If we click to enable visibility for that layer,…we can see a very rough preview…of what our final displaced terrain will look like.…
This is a setup optimized for performance,…we have a low level of detail object displayed…in the view port with the texture deformer,…and when we render in Arnold we'll render…a highly detailed displaced plane.…This texture deformer layer is only…for preview purposes in the view port.…I'll turn this visibility back off again,…and go into the Hypershade.…In the materials tab in the Hypershade select…terrainDisplace_aiStandard…and click the button…to display its input and output connections.…
Zoom in a little bit, we see that there is…a bump map as well as a diffuse map.…
AuthorAaron F. Ross
- Arnold rendering concepts
- Lighting with Maya and Arnold lights
- Controlling exposure
- Filtering light with Barndoor and Gobo
- Light attenuation with decay
- Image-based lighting with SkyDome
- Exterior daylight with Physical Sky
- Arnold standard material attributes
- Mapping material attributes
- Rendering refractions
- Mesh subdivision and displacement at render time
- Shading effects such as ambient occlusion and vertex color
- Camera effects such as fisheye and depth of field
- Animation image sequence rendering
Skill Level Intermediate
Rendering refraction4m 56s
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