Graphics Reference
In-Depth Information
The checker image texture used as a color and output for the rendered displacement of a Spheroid with a different
unwrap
10. Save the file as 9931OS_01_displacement.blend .
In any case, this is just for a temporary demonstration; the feature is still incomplete. At the
moment, it seems to work quite well only if the texture is mapped with UV coordinates. This
is definitely going to change in the future.
How it works...
Simply put, the gray-scale values of the texture are multiplied by the value we put in the
second slider of the Math node. For example, if we set a value of 0.500 , the intensity of
the effect will be the half of the default value ( 1.000 x 0.500 = 0.500 ). With a value of 3.000 ,
the effect would be three times the default value, and so on. Similar to Blender Internal, the
value can also be set as negative, thereby inverting the direction of the displacement.
 
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