descript of parameters :
bentfactor (scalar type): this is the factor that the normal is bent by in U direction . (you can connect a map here .)
rollfactor (scalar type): this is the factor that the normal is bent by in V direction . (you can connect a map here .)
displacementvalue (color type): where to be displaced . (usually a map be connected here to control the shape .)
displacementdepth (scalar type): amount the the displacement be .( you can connect a map here, but not usually.)
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=============== tutorial 1 =====================
1. create a nurbs plane .
2. freeze the transformations after modifying it .
( the transformations should be freezed , because if the three scale values are different the normal will be scaled non-uniformly and the appearance will be very strange )
3. turn on the "Feature displacement " , and set the "Bounding box scale" to reasonable ones that can contain the geometry after being displaced .
4. create the shading network as the image showing , and assign the blinn shader to the plane .
5. change the renderer to Mental Ray , and render . The result will be looked as this :
===================== tutorial 2 ===============================
1. create a plane .
2. freeze the transformations .
3. create the shading network as this , and assign the blinn shader to the plane :
4. change the render to MR , and render, you will get this :
5. this is bad because we don't change the bounding box scale . So we increase the values then render :
yes , we get what we want , that is normal of different part has been bent to different direction .
that is fun , isn't it .
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