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Synopsis

textureDisplacePlane resolution textureName

This mel procedure creates a poly plane with an expression to offset the uvs based on an input surface texture or oceanShader node. The input texture may be modified and the plane will interactively update. The generated expression provides an example of how one could use the colorAtPoint command to create a displacement mapping effect. Note that for preview uses the heightField node is more efficient for this general task, although it does not modify geometry that can be rendered or output. If one uses this for an ocean shader, the mapping is determined by the position of the plane, such that translating the plane moves it over the stationary ocean displacement. For surface textures the mapping is the same as the texture swatch( uv 0-1). If the defined resolution is greater than 20 the expression uses setAttr calls to update the points on the polyset. Otherwise direct node connections are created from the expression to each cv, which plays back faster but takes longer to set up the expression.

Return value

None

Arguments

Variable Name Variable Type Description
None.

MEL examples

	// Create a noise texture 

  createRenderNodeCB -as2DTexture "" noise ""; 
 // Result: noise1 //

 textureDisplacePlane 10 noise1;
 // Creates 10x10 poly plane with noise displacement expression //