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These are the user uploaded subtitles that are being translated: 1 00:00:04,299 --> 00:00:08,760 Displacement is useful for adding surface detail that is inconvenient or too small to 2 00:00:08,760 --> 00:00:09,760 model. 3 00:00:09,760 --> 00:00:13,810 Displacement works by actually moving the vertices of a mesh, based on a displacement 4 00:00:13,810 --> 00:00:18,020 map, though at the moment, this is only supported in Cycles. 5 00:00:18,020 --> 00:00:23,269 We can use a shader to move vertices anywhere in space, which is called vector displacement, 6 00:00:23,269 --> 00:00:27,539 but in this course we'll only cover the simpler normal displacement, which uses a height map 7 00:00:27,539 --> 00:00:30,179 to displace along the surface normals. 8 00:00:30,179 --> 00:00:34,320 We can use any technique we want to generate the height map, which consists of a single 9 00:00:34,320 --> 00:00:37,480 value that indicates how far to displace a given point. 10 00:00:37,480 --> 00:00:41,510 For instance, here we have a Noise Texture that we can use as a height map. 11 00:00:41,510 --> 00:00:45,750 The Material Output node has a socket for Displacement, but it's expecting a vector 12 00:00:45,750 --> 00:00:50,190 indicating how far, and in which direction to move, so we can't plug our height map in 13 00:00:50,190 --> 00:00:51,190 there directly. 14 00:00:51,190 --> 00:00:56,020 Note that the Displacement socket is just like any other vector socket, so if we plug 15 00:00:56,020 --> 00:01:00,399 a value in there, it would just trigger the usual value to vector conversion, and all 16 00:01:00,399 --> 00:01:04,920 three vector channels would carry the same value, resulting in a diagonal displacement, 17 00:01:04,920 --> 00:01:07,170 which is basically never what we want. 18 00:01:07,170 --> 00:01:10,980 This is not to say that we would never want a diagonal displacement, but just that this 19 00:01:10,980 --> 00:01:15,940 is not a reasonable way to achieve it, as we have no control over the direction. 20 00:01:15,940 --> 00:01:20,180 To properly displace using a height map, we can use the Displacement node, from the Vector 21 00:01:20,180 --> 00:01:24,440 category, not to be confused with the Vector Displacement node. 22 00:01:24,440 --> 00:01:30,080 The Displacement node will compute the displacement vectors along the surface normals for us. 23 00:01:30,080 --> 00:01:34,240 So let's apply a simple shader, connect the Noise Texture to the displacement height, 24 00:01:34,240 --> 00:01:37,400 and connect the displacement vector to the Material Output. 25 00:01:37,400 --> 00:01:40,970 This causes a change in shading, but the plane is still flat. 26 00:01:40,970 --> 00:01:45,790 That's because by default displacement is not enabled, so we need to go to the material 27 00:01:45,790 --> 00:01:50,020 settings, and change the displacement from Bump Only, to one of the actual displacement 28 00:01:50,020 --> 00:01:53,750 options, let's use Displacement Only for now. 29 00:01:53,750 --> 00:01:57,770 The plane still doesn't seem to be displaced properly, and that's because, as I mentioned 30 00:01:57,770 --> 00:02:03,170 before, displacement works on the actual mesh vertices, and here we just have four of them. 31 00:02:03,170 --> 00:02:07,360 The way it works, is that before the actual render starts, the displacement texture is 32 00:02:07,360 --> 00:02:12,910 evaluated at each vertex's exact location, and the vertices are displaced accordingly. 33 00:02:12,910 --> 00:02:15,950 So to get the proper effect we'll need more geometry. 34 00:02:15,950 --> 00:02:18,970 We can, for example, use a subdivision modifier. 35 00:02:18,970 --> 00:02:23,470 Now as we increase the subdivision levels, we see the displacement also getting more 36 00:02:23,470 --> 00:02:24,470 detailed. 37 00:02:24,470 --> 00:02:29,360 So it's important to always have enough geometry for whatever kind of texture we're using for 38 00:02:29,360 --> 00:02:31,090 displacement. 39 00:02:31,090 --> 00:02:33,950 Let's take a look at the displacement parameters. 40 00:02:33,950 --> 00:02:38,780 The Space parameter, when set to Object Space, causes the displacement to inherit the object 41 00:02:38,780 --> 00:02:43,210 scale, so the amount of displacement gets scaled together with the object. 42 00:02:43,210 --> 00:02:48,380 Meanwhile, when set to World Space, the displacement always uses world units, so the amount of 43 00:02:48,380 --> 00:02:54,340 displacement is not proportional to the object scale. 44 00:02:54,340 --> 00:02:59,520 As we saw, the Height input is where we plug our height map. 45 00:02:59,520 --> 00:03:04,150 The Midlevel is the value that will be treated as the object's typical surface level, meaning 46 00:03:04,150 --> 00:03:05,680 no displacement. 47 00:03:05,680 --> 00:03:10,110 For procedural textures, we can generally set this to zero, but with image textures, 48 00:03:10,110 --> 00:03:14,680 negative values are often not supported, so to be able to displace both into and out of 49 00:03:14,680 --> 00:03:18,450 the surface, a value of 0.5 is often reasonable. 50 00:03:18,450 --> 00:03:23,300 But all this does is offset the whole surface in or out, by subtracting the Midlevel value 51 00:03:23,300 --> 00:03:25,130 from the whole height map. 52 00:03:25,130 --> 00:03:30,090 The Scale determines how much one unit in our texture represents. 53 00:03:30,090 --> 00:03:32,630 This is really just a multiplier for our height. 54 00:03:32,630 --> 00:03:37,080 If the Scale is set to one, then one unit in our texture represents one unit in the 55 00:03:37,080 --> 00:03:38,430 output space. 56 00:03:38,430 --> 00:03:43,360 So if we selected world space, that's one Blender unit, and if we selected Object space 57 00:03:43,360 --> 00:03:45,700 it's also scaled by the Object scale. 58 00:03:45,700 --> 00:03:50,090 This parameter is important if you are working with real world units, or just to have a sense 59 00:03:50,090 --> 00:03:52,010 of scale in general. 60 00:03:52,010 --> 00:03:57,000 Lastly, Blender will fill in the surface normals automatically, so we can leave the Normal 61 00:03:57,000 --> 00:04:04,680 input disconnected, unless we have some different normals that we computed in the shader. 62 00:04:04,680 --> 00:04:08,741 Now if we switch to Eevee, even though the displacement is not supported, we see that 63 00:04:08,741 --> 00:04:12,550 the texture is affecting the shading, just like it was with Cycles before we switched 64 00:04:12,550 --> 00:04:15,680 on the actual displacement in the material settings. 65 00:04:15,680 --> 00:04:19,180 What's happening is that it's using our height map as a bump map. 66 00:04:19,180 --> 00:04:22,499 This works in the same way as the Bump node. 67 00:04:22,499 --> 00:04:26,819 The way a bump map works is that whenever a ray hits the mesh, even though the actual 68 00:04:26,819 --> 00:04:31,110 position is not affected by the height map, it calculates what the surface normal would 69 00:04:31,110 --> 00:04:34,569 have been if it had actually been displaced. 70 00:04:34,569 --> 00:04:38,620 This way, the rays bounce off the surface, as if the mesh was pointing in the displaced 71 00:04:38,620 --> 00:04:39,979 direction. 72 00:04:39,979 --> 00:04:45,259 It calculates the normal by evaluating the height map at the point where the ray hit, 73 00:04:45,259 --> 00:04:49,280 but also at a couple of nearby points, and based on the height difference, it calculates 74 00:04:49,280 --> 00:04:51,530 the normal angle. 75 00:04:51,530 --> 00:04:55,710 This means that this is one of the few instances where something is calculated not only at 76 00:04:55,710 --> 00:05:00,449 the actual point where the ray hit the mesh, but also some other nearby points. 77 00:05:00,449 --> 00:05:04,360 Though that also means that this is quite an expensive operation, as the height map 78 00:05:04,360 --> 00:05:07,000 is evaluated three times for each ray. 79 00:05:07,000 --> 00:05:12,419 Now that we know about bump mapping, we can go back to the material settings, and look 80 00:05:12,419 --> 00:05:14,589 at the displacement mode again. 81 00:05:14,589 --> 00:05:19,419 The compound Displacement and Bump mode is useful as it will displace the mesh, but also 82 00:05:19,419 --> 00:05:22,789 compute the correct normal according to the height map. 83 00:05:22,789 --> 00:05:27,020 This means that even if we don't have enough subdivisions to show every tiny detail, we 84 00:05:27,020 --> 00:05:31,080 can still see them in the shading, while the displacement takes care of the major shapes. 85 00:05:31,080 --> 00:05:36,509 Note that this will slow the render down significantly, compared to using just displacement, but it 86 00:05:36,509 --> 00:05:41,009 can be worth it for the extra detail, thought sometimes increasing the subdivisions is actually 87 00:05:41,009 --> 00:05:42,930 faster than enabling bump. 88 00:05:42,930 --> 00:05:47,529 This is something to benchmark case by case, and it also depends if your priority is speed 89 00:05:47,529 --> 00:05:52,599 or memory usage, as subdivisions could cause you to run out of memory, in which case adding 90 00:05:52,599 --> 00:05:54,039 the bump is the only option. 9690

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