ArnoldDisplacement

Creates displacements to be applied to meshes for rendering in Arnold. A displacement consists of a shader to provide the displacement map and several attributes to control the height and other displacement properties.

Use an ArnoldAttributes node to control the subdivision settings of the mesh, which in turn controls the detail of the displacement. Use a ShaderAssignment node to assign the ArnoldDisplacement to specific objects.

user

Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.

name

The name of the shader being represented. This should be considered read-only. Use the Shader.loadShader() method to load a shader.

type

The type of the shader being represented. This should be considered read-only. Use the Shader.loadShader() method to load a shader.

attributeSuffix

Suffix for the attribute used for shader assignment.

parameters

Where the parameters for the shader are represented.

enabled

Turns the node on and off.

map

The Arnold shader that provides the displacement map. Connect a float or colour input to displace along the object normals or a vector input to displace in a specific direction.

height

Controls the amount of displacement. Only used when performing displacement along the normal.

padding

Padding added to an object’s bounding box to take into account displacement. Arnold will subdivide and displace an object the first time a ray intersects its bounding box, so if the padding is too small, parts of the object will be clipped. If the padding is too large, rendertime will suffer and Arnold will emit a warning message.

zeroValue

Defines a value that will cause no displacement to occur. For instance, if the displacement map contains a greyscale noise between 0 and 1, a zero value of 0.5 will mean that the displacement pushes into the object in some places and out in others.

autoBump

Automatically turns the details of the displacement map into bump, wherever the mesh is not subdivided enough to properly capture them.

out

The output from the shader.