ShaderFX Displacement and Tessellation, and Offset Bump Map

Displacement and Tessellation Factor

You can add displacement to your object by connecting a height (displacement) map to the Displacement attribute of the Material node.

To visualize tessellation and displacement in Viewport 2.0, you must be working in the DirectX 11 environment and have the dx11Shader.mll plug-in enabled. For more information, see Using DirectX 11 with Viewport 2.0.

The following graph demonstrates how to connect your displacement and tessellation attributes:

Vector displacement map (PNAEN Displacement Map)

Create this node by selecting: Hw Shader Nodes > Textures > PNAEN Displacement Map in the ShaderFX editor.

In the Material node Attribute Editor, the Displacement / Options attribute allows you to choose between providing a grayscale map or a vector displacement map.

To visualize tessellation and displacement in Viewport 2.0, you must be working in the DirectX 11 environment and have the dx11Shader.mll plug-in enabled. For more information, see Using DirectX 11 with Viewport 2.0.

The following graph demonstrates how to connect your normal and height maps:

Offset Bump Map

Create this node by selecting: Hw Shader Nodes > Textures > Offset Bump Map in the ShaderFX editor.

The Offset Bump Map is also called a parallax map. You can connect both a normal map and an additional height map to this node to give a better representation of depth.

The following graph demonstrates how to connect your normal and height maps:

You can adjust the height of the bumps by selecting the Offset Bump Map node and adjusting the OffsetAmount attribute in the Attribute Editor.