The Fibric Displacement node replicates displacement shader behavior directly in your Fibric garments, overcoming render engine limitations with curve primitive displacement.The node supports both texture-based displacement (including tileable textures and UDIMs) and attribute-driven displacement using mesh attributes.
Basic setup of Fibric Displacement
Using a floral texture and wedging the displacement value
Displacement
Amount of displacement, can be positive and negative values
Scale
Scene/Mesh scale multiplier.
Zero Value
Mid ground offset.
Texture Map
Path to texture or COPs setup
Color Channel
Channel to be used
Scale
UV coordinate scale
Rotate
Angle rotation of UV coordinates
Translate
UV coordinate offset
No Override
Bypass / does nothing
Mesh attribute
Uses a mesh attribute to mask the displacement.
Texture
Uses a map to mask the displacement.
Reduces displacement intensity near UV island boundaries to prevent seam mismatches when using tileable textures across multiple islands.
Enable
Activates Mask Edge engine.
Ramp
Remap of the edge mask
Fibric
Fibric upstream data
Mesh
Mesh from upstream
Fibric
Fibric output data
Mesh
Mesh output