Results 1 to 11 of 11

Thread: Surface Displacement vs Displacement Map

  1. #1

    Surface Displacement vs Displacement Map

    Is there any advantage to using Surface Displacement vs Displacement Map or do they basically accomplish the same results? Thanks!

  2. #2
    TrueArt Support
    Join Date
    Feb 2003
    Location
    Poland
    Posts
    8,149
    Quote Originally Posted by Grace View Post
    Is there any advantage to using Surface Displacement vs Displacement Map or do they basically accomplish the same results? Thanks!
    Surface Displacement modifier in LW 2018 is displacing what you set in Surface Editor > Edit Node Graph, Displacement scalar input. You can create complex node network. It's per-surface feature.

    Displacement Map has just one option- Texture Editor. And it is per-object feature.
    Last edited by Sensei; 01-01-2019 at 04:05 AM.

  3. #3
    Registered User
    Join Date
    Jan 2005
    Location
    Colorado Springs
    Posts
    1,862
    As Sensei says, the Surface Displacement is on a per-surface basis, so it is NOT applied to other surfaces on the same object. As well, the procedural textures for Surface Displacement are applied in the direction of the normal of the surface (i.e. "outward") rather than on specific dimension (+X, -X, +Y, -Y, +Z, -Z) as in the Displacement Map.

    Attached is a sample scene with two tesselated spheres, one with a Displacement Map setup (on the left) and the other with Surface Displacement (on the right). You can see the difference in how a Procedural Turbulence with the same parameters is applied to each:

    Click image for larger version. 

Name:	SurfaceDisplacement_vs_DisplacementMap.jpg 
Views:	140 
Size:	53.5 KB 
ID:	143760

    The center gold ring is a separate Surface, which is not displaced with Surface Displacement but is not excluded in the Displacement Map. You can set up a Weight Map as an Alpha channel on the Displacement Map, but even then the Turbulence is applied in one dimension (+Y in this case), and the gold ring has some of the other geometry poking through.

    Click image for larger version. 

Name:	SurfaceDisplacement_vs_DisplacementMap_WithWeightMapAlpha.jpg 
Views:	112 
Size:	52.6 KB 
ID:	143761

    The basic setup is the Texture layer hierarchy in the Displacement Map, and for this example, a Scalar Layer with the procedural Turbulence feeding the Surface's Displacement scalar:

    Click image for larger version. 

Name:	Setup_SurfaceDisplacement_vs_DisplacementMap_Annotated.jpg 
Views:	157 
Size:	1.39 MB 
ID:	143762

    So, as to whether there's an "advantage" to using one or the other, it depends on the application.

    mTp
    Attached Files Attached Files
    Last edited by MonroePoteet; 01-01-2019 at 10:15 AM. Reason: Sensei not sensei

  4. #4
    LIGHT BULB!! Thank you both to Sensei and MonroePoteet!! Excellent explanations and examples, I appreciate it! It all makes so much sense now lol.

  5. #5
    Curmudgeon in Training Ma3rk's Avatar
    Join Date
    Mar 2003
    Location
    Near Beaverton, OR
    Posts
    1,938
    Quote Originally Posted by Grace View Post
    LIGHT BULB!! Thank you both to Sensei and MonroePoteet!! Excellent explanations and examples, I appreciate it! It all makes so much sense now lol.
    Ditto. Have files this away for future reference certainly.
    Earth can't be flat otherwise cats would have pushed everything off the edge!

    The Big Apexx System:
    AMD RYZEN THREADRIPPER 2990WX Processor (3.00GHz)
    64GB
    2x NVIDIA Quadro RTX 4000 8GB 32 Core

  6. #6
    Registered User
    Join Date
    Jan 2005
    Location
    Colorado Springs
    Posts
    1,862
    Glad the post / scene was helpful! FYI, I tend to build this type of little test scene and objects and images when trying new stuff or investigating this type of difference / comparison, and have hundreds and hundreds of them I've created over the years. They don't attempt to do anything of "production quality", but let me experiment with settings, features, etc. without messing up whatever "serious work" (HA!) I might be attempting.

    mTp

  7. #7
    Great advice! I'll start with the files from this post Thank you!

  8. #8
    Electron wrangler jwiede's Avatar
    Join Date
    Aug 2007
    Location
    San Jose, CA
    Posts
    6,981
    LW's different "nodal silos" offer slightly different info/control capabilities. The Surfacing silo has some subtle differences in what's available versus the Displacement silo. If you know the rough layout of a node flow you wish to build, but what you need isn't available in the Displacement silo, it might be available in the Surfacing silo (or vice versa) -- that would impact which type of displacement you should use (or rather, which nodal silo you use to drive displacement).

    It's worth exploring the different silos and understanding the differences between them. There are a few cases in LW where features can be driven nodally from more than one silo, intentionally, and understanding how the silos differ can be critical to building node flows (or optimizing existing flows) for those cases.
    John W.
    LW2015.3UB/2019.1.5 on MacPro(12C/24T/10.13.6),64GB RAM, NV 980ti

  9. #9
    Thank you jwiede! Could you please explain to me what a silo in the node editor is. Despite having LightWave for many years, I'm still a newbie

  10. #10
    Super Member Kryslin's Avatar
    Join Date
    Feb 2009
    Location
    Prescott, IA
    Posts
    1,615
    I think he's referring to how each node editor is slightly different, in inputs, outputs, and the nodes available for them.
    --------
    My Scripts for Lightwave
    Intel Core i7 960 @3.20 Ghz, 24 GB ram, EVGA 6GB GTX980Ti "Classified" driving 2 x HP LA2405.

  11. #11
    Got it Kryslin! Thanks!

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •