Connect a texture as a displacement map

For more information about displacement, see Displacement maps.

Note:

If you prefer to use the luminance information as the alpha, turn on the Alpha Is Luminance attribute (in the Color Balance section of the file texture’s Attribute Editor).

To create a displacement map

  1. In the Hypershade window, drag and drop the desired material, for example, a Blinn, to the work area to create it, and middle-drag the material swatch onto the object in the viewport to assign it.
  2. Select the shading group node. In the shading group Attribute Editor, click the map button beside the Displacement mat attribute and select the desired texture.
  3. Click the Render the current frame button to see the render results.
    Tip: Displacement mapped texture results do not display in hardware texturing mode (the viewport) unless temporarily mapped to a material’s channel.

    You can also use Modify > Convert > Displacement to Polygons.