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title: "Displacement"
canonical: "https://documentation.chaos.com/space/VSKETCHUP/109777787/Displacement"
format: markdown
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Displacement mapping is a technique for adding detail to geometric objects without having to model it first. The concept is very similar to [bump mapping](https://docs-chaos.atlassian.net/wiki/spaces/VSKETCHUP/pages/109780013). However, bump mapping is a shading effect that only changes the appearance of a surface, while Displacement mapping actually modifies the surface.



> ℹ️ V-Ray 6 provides the option for multiple special objects to be added in combination to a single group/component. This allows for Fur, Scatter and Displacement special objects to be used simultaneously. Multiple Fur and Scatter assets can be added to a single object.




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### **Example: Shift**

Note that the **Shift **parameter is an absolute value in world units. If you change the **Amount**, you will probably need to adjust the **Shift **too.


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### **Example: Keep Continuity**

** **The **Keep Continuity** option is useful for objects with disjoint normals on neighboring triangles, usually because of different smoothing groups. In the middle image below you can see the edge splits produced by disjoint normals. Using the **Keep Continuity **option avoids this problem. This option also helps to produce a smoother result across material ID boundaries for objects that have been assigned MultiSubObject materials.



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### **Example: Edge Length**

** **This example shows the effects of increasing the **Edge Length** parameter. In this example **View Dependent** is enabled, so **Edge Length** is expressed in pixels. In the examples, the closeup view is a blow-up rather than a zoomed view. This means that **Edge Length** in the closeup view refers to pixels in the original image, not the blow-up rendering. Click the images for a larger view.

The image below was rendered with a V-Ray Edges map in the Diffuse slot of the material to show the original triangles of the mesh.



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### **Example: Level Height**

** **The **Level Height **parameter is absolute in world units. For this example, **Amount** is set to 5.0 and **Shift **is set to 0.0. Note that when **Level Height **reaches **Amount** + **Shift**, all geometry is clipped.