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An example of a scene using displacement in MtoA can be found here. |
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Left: Brick texture -> Displacement node -> Shading Group of Ai Standard Surface shader. Right: aiImage -> Displacement (Out Color R). |
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When using Color Management in Maya (2017), displacement maps should be set to RAW. More information can be found here. |
Subdivisions
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Subdivision Iterations set to 8. Subdivision Type set to Cat Clark. |
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Arnold Displacement Attributes
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A scene that demonstrates scalar zero value can be found here. |
Autobump
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If the per-object Scalar Zero Value is increased when there is already some Displacement Scale it will have an additive effect on the displacement. For example, if the Scalar Zero Value is set to 0.2 in the shader and the per-object Scalar Zero Value is set to 0.2, the Scalar Zero Value will double in size to 0.4:
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