Override
Max's - when this option is on, VRay will
render objects with displacement materials using its own internal microtriangle displacement. When this option is off,
the objects will be rendered with the standard 3dsmax displacement.
Edge length - this determines the quality
of the displacement. Each triangle of the original mesh is subdivided into a
number of subtriangles. More subtriangles mean more detail in the
displacement, slower rendering times and more RAM usage. Less subtriangles
mean less detail, faster rendering and less RAM. The meaning of
Edge length depends on the View-dependent
parameter below.
View-dependent - when this is on,
Edge length determines the maximum length of
a subtriangle edge, in pixels. A value of 1.0 means that the longest edge of
each subtriangle will be about one pixel long when projected on the screen.
When View-dependent is off, Edge length is the maximum subtriangle edge
length in world units.
Max. subdivs - this controls the maximum
subtriangles generated from any triangle of the original mesh. The value is
in fact the square root of the maximum number of subtriangles. For example,
a value of 256 means that at most 256 x 256 = 65536 subtriangles will be
generated for any given original triangle. It is not a good idea to keep
this value very high. If you need to use higher values, it will be better to
tesselate the original mesh itself into smaller triangles instead. From
build 1.45.20 onward, the actual subdivisions for a triangle are rounded up
to the nearest power of two (this makes it easier to avoid gaps because of
different tesselation on neighboring triangles).
Tight bounds - when this is on, VRay will
try to compute the exact bounding volume of the displaced triangles from the
original mesh. This requires pre-sampling of the displacement texture, but
the rendering will be faster, if the texture has large black or white areas.
However, if the displacement texture is slow to evaluate and varies a lot
between full black and white, if may be faster to turn this option off. When
it is off, VRay will assume worst-case bounding volumes, and will not
presample the texture.