Surface Displacement
Displacement can help you create realistic surface details without needing to spend extra time on modeling. Surface displacement gives true surface relief and shadowing effects, as it physically changes the positions of vertices, edges and faces of the mesh.
To displace the surface geometry based on a texture map and to add detail to the mesh, use the native displacement methods available in Blender, such as Displacement nodes and Displace modifier. These apply in all cases — whether you are working with the RPR Uber Shader and Material Library, or constructing a material using Blender nodes.
Support of standard displacement tools allows for easier switching from Blender’s internal render engines, such as Cycles or Eevee, to AMD Radeon ProRender, and can be a real time saver, as you do not need to recreate existing scenes from scratch.
Notes
Subdivision is enabled by default whenever displacement is used. Subdivision is set to a level which is capped at one poly per pixel. If this is too heavy (slow), users can use RPR subdivision object settings to control it explicitly.
In case two or more materials assigned to the same object use displacement, AMD Radeon ProRender will apply the displacement value of the first material to all materials on the object.