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Quick Tip: Blender 2.78 Cycles Displacement


Midge Sinnaeve writes:

With the 2.78 release of Blender coming up, I wanted to do a quick video on how to get the updated displacement working in Blender 2.78. While this is still an experimental feature, I've had great fun using it so far and it seems pretty stable.


  1. Thank's a lot for this walkthrough! That feature looks totally awesome, I can't wait to try it myself.
    I'm really hyped by the adaptive mesh subdivision, it is a feature that I know from renderman and really missed in cycles. Thanks a lot fellow developers! you're awesome!

  2. Hi Midge,

    Please continue posting your videos in 1440p - I too use a 1440p screen, and trying to watch instructional videos captured in 1080p, or worse 720p can be incredibly frustrating when half the UI has be hidden or minimised, which often obscures useful secondary visual information regarding the process being demonstrated.

  3. I looked at it a little bit. Is this considered a full micro-tesselation? I loved Kai Kostock's mod back in 2.49 and have been crying in my beer about it ever since! It was also cool to actually see the camera-projected regions of how the individual polys were changed.

  4. Hi, very well done!

    One Question: In the Node editor you sometimes switched to a "viewer mode". There is a very small viewer node close to the material output. How the hack this mode can be activated?

    • I'm using the node wrangler addon for that. You can just enable it in the user preferences. Once enabled it allows you to CTRL + SHIFT click any node and adds a viewer node for you. Definitely check out a tutorial or some documentation on it, it can do a whole lot of cool stuff in the node graph. :)

  5. Hi, I wasn't really sure that there was any bump influence.

    On classical node material, when you use the displacement output it switches off any bump or normal node influence. Meaning that you can't combine a normal map on a shader and a displacement in the material.

    Could you double check that?

    Thanks any way, good explanations :)

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