V-Ray Tip: V-Ray Vector Displacement Setup and Optimization

November 03, 2025 2 min read

V-Ray Tip: V-Ray Vector Displacement Setup and Optimization

Vector displacement maps can preserve complex sculpted forms (overhangs, folds, undercuts) while cutting tessellation, memory, and render time. Here’s how to set them up in V-Ray with predictable results and minimal overhead.

When to choose vector displacement

  • Assets with overhangs and deep cavities where height displacement fails.
  • Hero objects that need crisp silhouettes without brute-force subdivisions.
  • Animation-ready meshes where shape fidelity must hold across motion and varying camera distances.

Exporting the map (ZBrush, Mudbox, Blender, etc.)

  • Use 32-bit EXR or TIFF; keep the map in linear color (gamma 1.0). Disable any sRGB conversions.
  • Choose Tangent space for animated/deforming meshes; Object space for static assets and consistent world-aligned results.
  • Match scale between sculpt app and DCC. Record the displacement scale/units used during baking.
  • If your sculpt tool offers channel orientation options, note them (RGB axis order and flips) to replicate inside V-Ray.

V-Ray for 3ds Max setup

  • Add VRayDisplacementMod to the mesh.
  • Type: 3D mapping; enable Vector displacement.
  • Space: Tangent for animated meshes; Object for static meshes. Match the exporter.
  • Bitmap input: override gamma to 1.0 (linear). Use 32-bit maps.
  • Vector scale: start at 1.0 to mirror the exporter; adjust only if units differ.
  • Edge length: 2–8 px for finals, 8–16 px for previews. Keep continuity ON to reduce UV seam cracks.
  • Water level: use to clip underside noise and reduce micro-tessellation in invisible areas.

V-Ray for Maya setup

  • Connect your 32-bit EXR to the shading group’s displacement slot.
  • VRayDisplacement node: Type = Vector; Space = Tangent or Object to match the bake.
  • Amount/Scale: 1.0 as a starting point; Shift = 0.0 for vector maps.
  • Turn on Keep continuity; set Edge length in pixels (lower = sharper, slower).
  • File node color space = Raw/Linear (no gamma). Ensure Texture filtering is not blurring critical details.

V-Ray GPU considerations

  • Vector displacement is supported. Favor On-demand mip-mapping to keep textures in VRAM efficiently.
  • Cap tessellation using the renderer’s displacement quality controls; verify silhouette fidelity at render distance.

Optimization guidelines

  • Layering works: keep mid/large forms in vector displacement; move micro detail to normal/bump maps to reduce tessellation.
  • Isolate displacement to materials/IDs that truly need it; use material overrides for quick A/B comparisons.
  • Clamp unused ranges in the map (via output levels) to prevent wasteful tessellation in flat regions.
  • For heavy assets, render as V-Ray proxies and keep texture resolutions realistic; push ultra-high-res maps only when visible.

Troubleshooting fast

  • Weird directions or inflating surfaces: check RGB axis order and flip settings to match your baker.
  • Seams: ensure tangent basis compatibility and Keep continuity ON; avoid mismatched smoothing groups across UV borders.
  • Soft results: lower Edge length (in px) and verify the map is 32-bit linear with no unintended gamma.

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