Always ensure that you use the highest quality texture maps for displacement mapping. Arnold works well with very high-resolution maps, as long as the maps have been preprocessed with the maketx utility. It will convert them into .tx files (which are tiled, mipmapped files). See the pages about the maketx utility and .tx files.
You must use the Vector Map shader to create vector displacements.
The following displacement settings are provided via Arnold Properties Modifier object modifier for geometry objects.
MAXtoA has displacement options on a per-object basis. This may be useful in a scene that has two objects with the same texture but requires different shape displacement values. Another example would be an object that has more than one shader but requires two different Height values such as in the example below:
Same displacement shader assigned to two meshes, however, the mesh on the right has a per-object Height of 2
The per-object MAXtoA displacement parameters are divided into the following groups:
The mesh on the left has a bounds padding value of 0.5 and the mesh on the right has a bounds padding value of 1 (per object settings).
Below is another example of a situation where bounds padding is required. A checker texture is connected to a displacement shader that is assigned to a sphere. In the image on the left, parts of the render return black. This is because the Bounds padding needs to be increased for the displaced mesh. Increasing the Bounds padding to 3 fixes the problem. This effect may increase or decrease depending on the scale of the object that is being displaced and the amount of displacement used.
Subdivision Iterations set to 8. Subdivision Type set to Cat Clark (Arnold Properties Modifier).