Displacement node


In this short tutorial I will show you how to fix a problem we have with Adaptive Displacement. On the image above you can see that the sphere on the rendered side is much bigger than the model on the left side. We want to have displacement on our mesh and not to inflate it like a balloon.


Here you can see the basic node setup for Adaptive Displacement. The red node is the Displacement texture, the yellow one is a math node and its purpose is to define the strength of the Displacement.


Fixing the blowing effect is very simple. Add a new math node and set it to Subtract. Connect the multiply node to the first value and set the second value to be exactly the half of the Displacement strength. The problem is fixed and like you see it was extremely easy, but I want it to fix itself automatically every time I use the Adaptive Displacement.


Select the two math nodes and make a group for them (ctrl+G). Connect the two values of the first math node to the group input, if you want you can rename the inputs to something that makes sense like Disp Texture and Disp Strength.


Add a third math node and set it to divide. Connect the Disp Strength to the first value, set the second value to Two and connect the output of the node to the second value of the Subtract node.


You have now a node that you can use instead of the multiply node but this one will not inflate your mesh.


It's time to save this node to Blender so you have it always ready for use. Open a new Blender document and append the Node group to this new document.


To make sure that Blender doesn't delete the new node click the small F button.


Go to >File< and click on >Save Startup File<, now the node will be saved to blender and you can use it every time you start a new project.

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1 Comment on “

  1. Nice tip!
    I think you can obtain the same result with only two nodes: simply set the second input of the subtract node to 0.5, and move it in between the texture displacement and the multiply node.

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