Currently we only have displacement maps based on normals which are limited and not very accurate and world coordinate vector displacement maps which are very accurate but cannot be used for animation. What is the difference between normal displacement maps and vector displacement maps ? With vector displacement maps you don’t have to worry about the topology and shape of your base mesh which you animate. For instance, your base mesh could be a simple 6 sided box which you can animate in any way you wan’t but at render time this box could transform itself in a highly detailed head with crevices, ear lobes, mouth with detailed teeths etc. If you were to use normal displacemnt maps this would not be possible because normal maps displace geometry only in the direction of a surface normal. Vector maps can displace geometry in any direction. There is a difference between world coordinate vector maps and tangent vector maps. World coordinate vector maps displace geometry always in the same direction regardles of the position and deformation of a base mesh. This is good for static objects. But when an object is animated these maps don’t work any more. Instead you have to use tangent vector displacement maps. These are vectors that sit on the surface of the mesh and move together with the displaced object. Since they sit perpendicular to this object they are called tangents. So when the object is transformed you get new tangent vectors which you can use to displace the surrounding geometry. This was a simplified explanation which might not be 100% true but at least it explains why we need this. I have talked to Denis and he made some improvements to his Vector Map node from DP_Kit which now allows this. Thanks Denis. You have to download the latest version so you can test this scene: So I think Lightwave should support this natively and make it work fast with 100% multithreading. This is an industry standard. What do you think ? This is an interesting subject for a person looking into the purchase of z brush. Could a more thorough description of this be explained. I was also considering 3d coat. I asked for this in LW since Pixologic presented this feature long time ago. Let´s see if we will get it in LW11.5. It would be great! I agree. This is an important feature. Since it didn’t make it into the 11.5 rev. Perhaps it will happen in Lightwave 12? Let’s hope … you will notice global performs perfectly and is a better choice for non animated geometry…tangent still has some errors in it, but on a high poly model may not notice too much http://forums.newtek.com/showthread.php?139521-Anybody-think-of-a-way-to-turn-MDD-into-a-displacement-map&p=1361848&viewfull=1#post1361848 The issue I’m having is with Subdivision Order, its a shame there isn’t a subdivision node so this could be applied at a specific point in the displacement tree. Any solutions would be most welcome. Same as any other displacement on a sub D object, by subdividing first and displacing second… set subD before displacement, and displacement after bones. Thanks for the response. I wish it were that simple. MDD displacement requires the cage object, which means Sub D Order can’t be set to ‘First’. I’m able to get Texture and Normal displacement working with MDDs using DP kit MDD Pointer. The problem I’m having is the Vector map has to go into the Displacement node and happen after Sub D, and I can’t get the MDDs applied prior to this. This works with the MDD displacement node in the displacement node editor and plugging your bump (enable bump checkbox inside deform tab) displacement (TEXTURE or procedural) into the displacement channel in the surface node editor. Source.