- [Voiceover] The displacement mapping is what is going
to really make this material convincing.
And in view displacement mapping is super easy,
unlike a lot of programs there's no fussing with a lot
of twiddly settings in order to get a good result,
you just plug something into the displacement node
and it just works.
So, we've got a version with a bump map
and we'll add now a displacement map.
The elements that we need are already in our function graph.
Select the rock island and right click to edit its material.
We've got our bumps and color in alpha.
It actually doesn't matter which one of these
you right click on to edit the function,
because there's only one function for the material.
Before we go any further, let's rename this a little bit.
This simple fractal node that's feeding into the color,
is our cracks,
and I can select that.
And down here, we can enter in a title for the node,
and I'll call it cracks.
Likewise, we've got another simple fractal.
That's the bump map,
it's a water pattern.
I'll call that one water.
Just makes it a little bit easier
for us to see what we're doing.
All we need for our displacement map
is this variable roughness, which is the granite,
and the cracks, fit into a new combiner node.
Let's create that.
Right click and choose combiner,
combiner
and expand that.
Let's connect these up.
Send the altitude of variable roughness to input one,
and the altitude of the cracks to input two,
and this new combiner node is going to feed
into the displacement node.
Let's get in close down there.
Click and drag on the displacement node,
and go over to the new combiner node and release.
And now that connection has been made.
Let's edit this a little bit.
Go into that combiner node and input two is the cracks,
let's bring that offset down a little bit.
We'll set the offset to negative point five.
And that's going to balance the effect a bit,
and make those cracks a bit more apparent.
And now you can see we're getting
a pretty rough looking surface in our preview.
Very cool.
Click okay to exit the function editor.
We can click okay to exit the material editor as well,
and do a render with our beautiful displacement map applied.
Our displacement mapped render is completed
and we can see now the effects of those cracks,
showing up just a little bit.
And we've got a pretty narrow crack width
of point zero one.
If we wanted to exaggerate for this resolution of rendering
we could go back into the function editor
and adjust that crack width,
or perhaps, the overall displacement amount.
But as we render to larger resolutions,
those finer details will start to show up anyway.
Excellent, that's how we add
bump and displacement maps to materials in view.