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  • Create a Displacement geometry in the Asset Editor from the Geometry drop-down menu or from Create Asset > Geometries > Displacement and assign a texture to the Map slot.
    Currently, the displacement geometry is not assigned to any object in the Revit model and it is not visible during rendering.
  • In the Appearance Manager, navigate to the material that needs displacement.
  • From the Vthe V-Ray drop-down menu next to it, select Displacement. A grey dot indicates that the Displacement is assigned to that material. All objects that have the material assigned to them also acquire the Displacement.
 

 

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Displacement assigned to a material can be disabled from the Displacement () icon in the Appearance Manager when the material is selected.

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shift

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Example: Shift

 

Note that the Shift parameter is an absolute value in world units. If you change the Amount, you will probably need to adjust the Shift too.

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Shift = -10.0

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Shift = -5.0

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Shift = 0.0

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Shift = 5.0

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Shift = 10.0

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Example: Level Height 


The Level Height parameter is absolute in world units. For this example, Amount is set to 5.0 and Shift is set to 0.0. Note that when Level Height reaches Amount + Shift, all geometry is clipped.

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Level Height
 0.0 (no clipping)

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Level Height
 1.25 

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Level Height
 2.5 

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Level Height
 3.75 

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Level Height = 5.0 (all geometry is clipped)
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Example: Edge Length


This example shows the effects of increasing the Edge Length parameter. In this example View Dependent is enabled, so Edge Length is expressed in pixels. In the examples, the closeup view is a blow-up rather than a zoomed view. This means that Edge Length in the closeup view refers to pixels in the original image, not the blow-up rendering. Click the images for a larger view.

The image below was rendered with a V-Ray Edges map in the Diffuse slot of the material to show the original triangles of the mesh.

 

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Edge Length = 0.5

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Edge Length = 1.0

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Edge Length = 2.0

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Edge Length = 5.0

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Edge Length  = 10.0

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Keep

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Example: Keep Continuity


The Keep Continuity option is useful for objects with disjoint normals on neighboring triangles, usually because of different smoothing groups. In the middle image below you can see the edge splits produced by disjoint normals. Using the Keep Continuity option avoids this problem. This option also helps to produce a smoother result across material ID boundaries for objects that have been assigned

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MultiSubObject materials.

 

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No displacement

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Keep Continuity = disabled

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Keep Continuity = enabled

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Notes

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  • When a Displacement geometry is added to the material of a Scatter guest, it is ignored for the scattered instances. The Displacement is also ignored for the original instance geometry added as a guest.