Back in the day displacements were costly. They increased render times and they were difficult to manage. Today all this has changed, especially when using Solid Angle’s Arnold Renderer. Because Maya and Arnold don’t really care about polygon counts, displacement shaders should be commonplace. But when do you use them, and how to you create them in Arnold?

…practical displacement usages in Autodesk Maya 2017 and the new integrated MtoA plugin.

Lighting TD Arvid Schneider answers these questions, and more walking though some practical use case examples for using displacement shaders with Arnold in Maya, and hw to apply them.

Maya 2017 ditched mental ray for Arnold, so Arvid Schneider has been posting 101-style tutorials getting people started using the MtoA plugin in Maya, helping people to make the transition to Arnold.

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