If you take the example of a car tyre tread, a bump map can sort of replicate this, but the effect is a little underwhelming.īy using a displacement map, along with the same texture map, you can get a much better representation of how the tread should look. While the effect is ok, it’s a fudge that only really works with small variations in height and doesn’t make any edits to the underlying geometry.Ī displacement map, on the other hand, uses a map or other process to make changes to the actual geometry, according to requirements. The difference is perhaps best explained by looking at the difference between the existing bump map tools and the brand-new displacement map options.Ī bump map uses a greyscale image to ‘fake’ how a surface on an object, can vary in height. While we should all be familiar with the ideal of a material shader, which controls how the surface of an object looks, geometry shaders differ in that they can create or modify underlying geometry. Perhaps the biggest news is the addition of a geometry shader. While the last few major releases introduced things like procedural materials and the all-new material graph (itself responsible for some added sophistication), KeyShot 8 brings some important background work to fruition. That said, this release is a pretty big milestone for Keyshot in terms of materials support. Other than that, and some updates to the formats that the system now supports (including the addition of Rhino 6 and Inventor 2019 support), Keyshot looks pretty much how you remember it.
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