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Many times, for adding extra detail to our mesh, a simple bump map is not

enough for getting the desired effect, specially in the mesh borders. For this, the
very best solution is to use a "home made" displacement map. VRay offers a
superb look and a short render time.

To apply a displacement map to a mesh follow this easy steps:

1.- Create a plane and apply it a standard material. We must check the
"Generate Mapping Coords.".

2.- Next, place a light as in the picture, so it can generate some interesting
shadows.
3.- The light parameters must be this way for a good final effect.

4.- Prepare the VRay for using global illumination as in the 1st tutorial, but with a
multiplier of 0,8 in the environment (now we have a light and with the same
multiplier that in the 1st tutorial we got an extremely burned image) and render
the scene. We must get a plane as this.
5.- Select the plane and add it a "VRayDisplacementMod" modifier.

6.- For a good use of this modifier, we need an image for using as displacement.
A displacement always works in the same way: black = down, white = up. In this
case, I have made with Photoshop a kind of maze painted in black and white..
7.- Oncethe picture is created , go to the material editor and create a "bitmap"
pushing the "Get Material" button, picking "Bitmap" and selecting the image
(maze) previously made.

"Get Material"

"Bitmap" created and its name "Map #1"

8.- With the "Bitmap" created, go to the "VRayDisplacementMod" modifier and


setup it as in the next picture. In the "Texmap" we must look for the "Bitmap"
created and select it.
9.- Now, if we render the scene, we can see a "little" difference with the last
render :-) The artifacts in the walls are produced by the bad antialiasing of the
image used (maze). If this image were made with perfect vertical and horizontal
lines the artifacts wouldn't exist.

If you like this tutorial, please write a comment or a suggestion in the "Suggestions"
section. Thanks

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