The ear vector displacement map can be downloaded here. The scene file can be downloaded here.



Color To Signed


Can be World, Object, Tangent. This is the coordinate space where the vector is applied. The default is Object. If so, there are three ways of defining the tangent:

  1. Having a UV space, so that the shader can use the U derivative as the tangent direction
  2. Specifying a Tangent vector by hand (for instance 1,0,0 for a flat grid) or mapping it via a texture. This option is used if the Tangent vector is not null (0,0,0).
  3. Letting Arnold do its best to guess a tangent. The shader defaults to this option if there is no UV space and the Tangent is null.


Invert X/Y/Y  

If enabled, inverts (1-channel) the selected input channel. 


Input attribute for connecting a tangent vector map.

Example Workflow

Create Arnold Displacement port from the Arnold output port menu (red square).

Final vector displacement shader settings

The image is computed in tangent space, which works well in conjunction with deformed geometry (see the image below).

Further example: Sea waves are displaced using the vector map (right)