The Displace modifier acts as a force field to push and reshape an object's geometry. You can apply its variable force directly from the modifier gizmo, or from a bitmapped image.
Displace used to change the surface in the container
There are two basic ways to use the Displace modifier:
The Displace space warp has similar features. It's useful for applying effects to a large number of objects or a particle system.
Displace distributes its force through four different gizmos: Planar, Cylindrical, Spherical, and Shrink Wrap. Gizmos are also used as mapping coordinates for applying bitmaps. Sphere and Shrink Wrap have the same effect when modeling, but differ in the way they map.
The Spherical and Shrink Wrap gizmos begin with a uniform field around them. The Cylinder and Planar gizmos are both directional. Cylinder pushes at right angles to its axis, and Planar pushes at right angles to its surface.
By default, gizmos are centered on the object. However, you can transform any of these shapes and use it directly as a tool to deform the geometry of an object.
Displace is a versatile modifier with many possible applications. Here are some options:
To displace an object:
Depending on the object and the complexity of the bitmap, you might need to use dense geometry to see the effect clearly. Try a test run and, if necessary, add tessellation in the areas of greatest detail.
To apply a bitmap as a displacement map:
After you get the image you want from bitmapped displacement, you can apply an Optimize modifier to reduce the complexity of the geometry while retaining the detail.
To model with the displace modifier:
By default, Displace has the same strength throughout world space. Increasing Decay causes the displacement strength to diminish as distance increases from the position of the Displace gizmo. This has the effect of concentrating the force field near the gizmo, similar to the field around a magnet repelling its opposite charge. Default=0.0.
By default, Displace centers the luminance by using medium (50 percent) gray as the zero displacement value. Gray values greater than 128 displace in the outward direction (away from the Displace gizmo) and gray values less than 128 displace in the inward direction (toward the Displace gizmo). Use the Center spinner to adjust the default. With a Planar projection, the displaced geometry is repositioned above or below the Planar gizmo. Default=0.5. Range=0 to 1.0.
Lets you choose a bitmap and map to use for displacement. Both are assigned and removed in the same way.
You can also drag and drop a map from a Material Editor sample slot. If the Slate Material Editor is open, you can drag from a map node's output socket, then drop onto this button. You can also drag and drop from a map button in the Material Editor or anywhere else in the 3ds Max interface. When you drop a map onto the displacement map button, a dialog asks if you want the map to be a copy (independent) or an instance of the source map.
To adjust the displacement map's parameters (for example, to assign a bitmap or change the coordinate settings), drag the Map button to the Material Editor, and be sure to drop it as an instance. In the Compact Material Editor, drop the map over an unused sample slot. In the Slate Material Editor, drop it over the active View.
Contains mapping parameters for bitmapped displacement. See UVW Map modifier.
The four mapping modes control how Displace projects its displacement. The type of Displace gizmo and its location in the scene determine the final effect.
Displace gizmos: Planar, Cylindrical, Spherical, and Shrink Wrap
Flip Reverses the orientation of the map along the corresponding U, V, or W axis.
Has Displace use mapping set earlier in the stack. This has no effect if the object is not mapped.
Applies the Displace UV mapping to the bound object. This lets you apply material maps to the object using the same mapping coordinates as the modifier.
Specifies whether to apply the displacement projection to a mapping channel or a vertex color channel, and which channel to use. For more information on these channels, see UVW Map modifier.
Choose this to specify a UVW channel to use for the mapping, and use the spinner to its right to set the channel number.
Choose this to use the vertex color channel for the mapping.
Contains controls for adjusting the mapping gizmo's size, position, and orientation.
Flips the alignment of the mapping gizmo along its three axes.
Scales the gizmo to fit the object's bounding box.
Centers the gizmo relative to the object's center.
Displays a Select Bitmap dialog. The gizmo is scaled to fit the aspect ratio of the bitmap you select.
Turns on Pick mode to let you select a surface. The gizmo is aligned to the normal of that surface.
Orients the gizmo in the same direction as the view.
Turns on Pick mode to let you drag two points. The gizmo is scaled to fit the specified area.
Returns the gizmo to its defaults.
Turns on Pick mode to let you choose another object and acquire its Displace gizmo settings.