Table of Contents

This page provides information on the Displace / Subdivision rollout under the Globals tab in V-Ray's Render Settings.


Overview


This section allows you to control the subdivision and displacement quality for all objects in the scene. These options are overridden for objects which have the additional displacement attributes added.

 

UI Path


 

||Properties Editor|| > Render > Globals tab > Displace / Subdivision rollout
(When the Displace / Subdiv module is enabled from the Render rollout)

Parameters


Amount – Scaling parameter for the default displacement. Values larger than 1.0 increase the displacement amount, while values lower than 1.0 reduce it.

Edge Length – Determines the quality of the displacement or subdivision. Each triangle of the original mesh is subdivided into a number of sub-triangles. More sub-triangles means more detail in the displacement, slower rendering times and more RAM usage. Less sub-triangles mean less detail, faster rendering and less RAM. The meaning of Edge length depends on the View-dependent parameter below.

Max Subdivs  Controls the maximum sub-triangles generated from any triangle of the original mesh. The value is in fact the square root of the maximum number of sub-triangles. For example, a value of 256 means that at most 256 x 256 = 65536 sub-triangles are generated for any given original triangle. It is not a good idea to keep this value very high. If you need to use higher values, it is better to tessellate the original mesh itself into smaller triangles instead.

Override On – When enabled the default Blender displacement and subdivision settings are overridden by the settings here.

View-dependent – When on, Edge Length determines the maximum length of a sub-triangle edge, in pixels. A value of 1.0 means that the longest edge of each sub-triangle is about one pixel long when projected on the screen. When View-dependent is off, Edge Length is the maximum sub-triangle edge length in world units.

Tight bounds – When on, V-Ray computes the exact bounding volume of the displaced triangles from the original mesh. This requires pre-sampling of the displacement texture, but the rendering is faster, if the texture has large black or white areas. However, if the displacement texture is slow to evaluate and varies a lot between full black and white, it may be faster to turn this option off. When off, V-Ray assumes worst-case bounding volumes, and does not pre-sample the texture.

Relative – When on, the actual displacement amount is based on the bounding box of the objects. When off, the displacement is expressed in generic world units where white areas in the displacement map correspond to displacement of 1 generic unit. You can use the Amount parameter to increase or decrease the displacement amount.