Use Displacement to create surfaces with a greater sense of depth and detail, showing self‐occlusion, self‐shadowing, and silhouetes.

Displacement increases rendering time significantly compared to other texturing techniques because it creates a large amount of additional geometry.

Displacement: Select an image. Like bump maps, displacement maps are grayscale; black means zero displacement and white means maximum displacement (a value you define using the Height parameter below).
Subdivision: Control the number of subdivisions the object has before displacement. Higher values produce more accurate results.
Height (cm): Used to set the maximum distance displaced. For displacement to appear, the values must be greater than zero.
Center: Invert displacement. This is useful for positioning objects along a ground plane. For example, adding a displacement map to a carpet makes it appear to be floating. Reducing your center will bring it back to the floor. Or, adding a displacement map may result in objects intersecting with the floor. In this case, you could increase the center to avoid intersection. Areas with black mean no displacement, and areas with white mean 100% displacement (corresponding to the height you have given). If you change the displacement to 0.5, then the 50% gray color in the displacement will represent no displacement, and when it is set to 1, then 100% white will represent no displacement (it will displace the opposite way). This inverted displacement is sometimes useful, the ground plane displacement where you want to avoid intersecting with objects that are on the ground, for example a car wheel that is on a displaced ground, so in this case you would set the center to 1.
Normal Smoothing: Enable to render models with smooth edges. Disable to render models with sharp edges (box, plane, etc.).
Tight Bounds: Enabling this option computes more precise bounding volumes for the displaced surface, leading to slightly faster rendering times. However, initialization may take longer.

Optimization Tip:
A good mesh topology helps displacement work as expected. A pre‐subdivided surface in the modeling application will make displacement work efficiently