The displacement shader is available in the Arnold Shader Network Editor. Details on how to setup displacement in the Arnold Shader Network Editor can be viewed here.

You should ensure that your base mesh geometry has a sufficient level of subdivision when using displacement. Otherwise subtle differences can occur between the displaced low-resolution geometry and the high-resolution mesh from which it was generated.


Connect the displacement map to this input.


Controls the amount of displacement. Displacement height can have either positive or negative values. This attribute only applies to normal displacement. You can use this value to compensate for any inconsistencies between the exported displacement map and the low-resolution geometry.

Scalar Zero Value

This is a floating-point value that is applied as a shift to the displacement amount. It defines the value of the displacement map that is considered to be zero displacement. This value can vary depending on how the displacement map has been generated.


Here is a typical workflow for creating a displacement shading network.

  • Start off by creating a standard_surface shader with the Create > Arnold > Surface > standard_surface command of the Material Manager.


  • Create a normal_displacement node and connect its output to the Arnold Displacement output port.



  • Create a noise texture and connect its output to the Main > Displacement parameter of the normal_displacement node.

  • Change the shader parameters by your needs (e.g. noise, displacement scale, etc.). You should see the shader preview update in the top left corner of the editor window.


An example scene file can be downloaded here.



  • No labels