---
title: "How to Add Displacement"
canonical: "https://documentation.chaos.com/space/VBLD/117639342/How%20to%20Add%20Displacement"
format: markdown
---
This tutorial shows you how to connect and adjust the V-Ray Displacement node. Overview Displacement mapping creates additional topography to your objects without actually having to model anything. It is similar to bump mapping, but it actually adds geometry, instead of mimicking it.  See our  Displacement Mapping  article for a more detailed explanation . This tutorial shows you the steps for adding displacement to scene objects. This scene is made with V-Ray 7 hotfix 2, on Blender 4.3. Steps 1 Initial Setup Select the geometry you want to displace. In this case, select  Racket_Rubber_01 . Expand the Editor below the viewport. Set it to the  V-Ray Node Editor . Set the  Node Tree  to  Object .  Click on the  Use V-Ray Object Nodes  button at the top of the V-Ray Node Editor. Since this is a preset scene, the Racket_Rubber_01 geometry has this option already enabled, so you can see in the video this button shown on a different geometry. The  V-Ray Object Output  node appears in the node editor. 2 Add Displacement To add any node to the Node Editor, you need to open the  Add  menu. The shortcut is to use  Shift + A , or you can find it in the toolbar at the top of the Editor. In the Add menu, search for V-Ray Displacement. Connect the V-Ray Displacement node to the Displacement input of the  V-Ray Object Output  node. 3 Add a Displacement Bitmap In this tutorial, we use an .exr file format for the displacement map. However, .png and   .jpg files work just fine as well. In the Assets folder of the downloadable scene file, you can find  Paddle_Displacement.exr . This will be the displacement map we will use for this tutorial. In the V-Ray Node Editor, click  Shift + A , or open the  Add  menu from the toolbar. Search for the  V-Ray Bitmap  node. Click the  Open  button and find the  Paddle_Displacement.exr  texture in your system. Select the texture and click  Open Image . Connect the Color output of the V-Ray Bitmap to the Texture input of the V-Ray Displacement node. 4 Bitmap Properties Open the  Node  menu on the right side of the Node Editor. Select the V-Ray Bitmap node to view its properties there.  The  Filter Blur  property optimizes the render time by blurring the map slightly. In this scene, we are emphasizing quality, so we reduce the value to  0.100 . Our displacement map is in an  .exr  format, which is a 16-bit image format. Thus, we need to set the  Transfer Function  to  Linear  and the  Color Space  to  Raw .  Leave the rest of the properties as they are. If we render the scene now, we can see that the displacement is applied, but it is too strong. We need to reduce it. When adjusting displacement, keep in mind the size of the scene. This scene was made with small dimensions, so we need to reduce the displacement effect quite a bit. You can view each object's dimensions in the  Item  menu on the right side of the viewport. 5 Displacement Properties Select the Displacement node and open the Node menu. Set these properties: Set the  Mode  to  2D . This is the needed mode when using a Bitmap to define displacement. Set the  Displacement Amount  to  0.001 . This is due to the small size of the scene. Set the  Resolution  to  1024 , which is the resolution of the .exr image file. When using Bitmaps to determine displacement, it is good to match the Resolution to the actual resolution of the image file. Leave all other parameters as they are. We can render the scene now. You can see that the displacement renders properly, it is not too strong, and it looks like it belongs. What happens here is that the dots on the rubber are created at render time as separate geometry. We can now copy and paste our already-made displacement setup onto the other ping-pong racket in the scene. 6 Copy Displacement to Other Geometry You can copy and paste any node setup onto a different object, shader, or world setup. Click and drag your mouse around the nodes to select them, along with their connections. You can right-click and select  Copy  or use the shortcut  CTRL + C .  Then, go to the  Racket_Rubber_02  geometry and in its Object Node Tree, right-click and select  Paste , or use the shortcut  CTRL + V . This is an easy way to apply the same effect to multiple geometries in the same scene. 7 Final Render Those are all the needed settings! You can render the scene and see the final result. The render settings are preset; you can view them in the  Render Properties  tab. The  Image Sampler  is one of the most crucial factors for the noise and quality of any render, so if anything, check its settings. You can start a production render from the  Render  button at the top of the Settings, or from the  V-Ray  menu. Here is how the final render looks. Apply this workflow to your scenes to add displacement to one or multiple geometries.