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The larger your texture, the longer the render times with Adaptive mode on because it will always render the maximum amount of detail for that particular texture. This parameter is not relevant when using the Pretesselated method.

Warning

Adaptive mode can add substantially to the render time, especially with big displacement textures. This mode should be used mainly to “test” your displacement textures first to see how much detail can be obtained from a given texture size. Then you can switch Adaptive off and manually raise the Subdivision value until a level of detail close to Adaptive mode is reached

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Smoothing

Similar to the object’s smoothing angle setting, this parameter controls whether the displaced surface should render smoothly (continuous shading) or render faceted. It is generally suggested you leave this setting to “on”, unless you aim to render very sharp, detailed displacements such as sharp corners. Please note that the objects smoothing angle will still override the smoothing used for the object’s base mesh faces, so if the object’s smoothing angle is set to Flat (rendering the object faceted), and the smoothing parameter is set to “on” in the displacement parameters, a smooth displacement surface will be rendered over a faceted base mesh surface.

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