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TypeDescriptionMap exampleResult
On the Fly

1D height map displacement. The mesh is subdivided and the local Y coordinate of each point is vertically displaced according to the values of a greyscale map. The object mesh is subdivided and displaced at render time, so the consumption of RAM is lower. Use this option when you need to prioritize the RAM consumption of your system.

Pretesselated

1D height map displacement. The mesh is subdivided and the local Y coordinate of each point is vertically displaced according to the values of a greyscale map. The object mesh is subdivided and displaced before the voxelization, as a pre-process, so the pre-process and voxelization takes a bit longer, but as soon as the whole geometry is loaded into memory, the render is then much faster than On the Fly displacement.

3D relative tangent

(zero black: Mudbox style, zero grey: 3DCoat style)
"Vector" displacement. The mesh is subdivided and the X, Y and Z coordinates of each point are displaced according to the values of an RGB map. This displacement type works with the pretesselated displacement method. Using zero black or zero grey depends on the how the vector displacement map was created. Some applications use black to define zero displacement, others use grey. To have the same scale of displacement relative to the geometry it was sculpted on, you should leave the Scale parameter at 1.0.
3D absolute tangent"Vector" displacement. The difference between these kinds of maps and relative tangent ones is that the displacement height and direction, the vectors, have been hard coded to absolute values. Their final scale in Maxwell will depend on what scale you sculpted the maps in your sculpting application. For example if you sculpted the map on an object several meters in size but you apply it to an object a few centimeters in size in Maxwell, the displacement will be much too large. You can use the Scale factor to lower/raise the size of the displacement, in case you want to use the map on a larger/smaller object than what was used when sculpting. In the example to the right, the Scale factor was lowered to 0.0035 for all axis to account for the small size of the plane it is applied to.
3D RealFlow "vector" This mode is used to render displacement maps obtained with RealFlow to displace fluids meshes and Realwave open sea surfaces. To be correctly rendered in Maxwell, the map must be exported from RealFlow in fixed Range mode. The final scale in Maxwell will depend on the scale of your fluid mesh. You have to use the Scale factor to lower/raise the amount of displacement in relation to the final object size. In the example on the right, the Scale factor was lowered to 0.0015 for all axis to properly fit a 25x25 m ocean simulated with Realwave.