Controls / Channel
Selects the image channel used by this operation.
3D surface displacement
Displaces mesh vertices from image or texture information to create terrain, ripples and real geometric relief.
Displaces mesh vertices from image or texture information to create terrain, ripples and real geometric relief.
Overview
Displaces mesh vertices from image or texture information to create terrain, ripples and real geometric relief.
A grayscale map becomes a height field: image values push mesh vertices by different amounts.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Incoming 3D geometry or scene branch processed by the node.
Source image for the operation.
Processed 3D geometry or scene data for Merge3D, Renderer3D or another 3D node.
Inspector
Start with these controls before reaching for more complicated workarounds.
Selects the image channel used by this operation.
Sets the overall scale.
Offsets the neutral point used by the 3D displacement.
Orients camera-relative displacement toward the active camera.
Chooses the camera whose view drives camera-space displacement.
Standard Fusion node settings for processing, masks, blending and animation.
Practical setup
Create or import the geometry that Displace3D will work with.
Insert Displace3D at the point where the 3D behavior should change.
Inspect the Displace3D result in a 3D Viewer with a simple camera and light before building the final rig.
Keep transforms, materials and Displace3D-specific overrides in clearly separated parts of the scene.
Merge the finished Displace3D branch into the scene and render it through Renderer3D.
Examples
Displace3D processes a geometry branch before it enters the main scene.
Displace3D is isolated in its own branch for easier debugging and reuse.
Troubleshooting
Production notes
Related nodes