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I have painted the area on plane where I would like to have one microdisplacement map and the the invert of that with no microdisplacement.

So white area is with microdisplacement map and black area without.

How should I connect the material to get that?

enter image description here

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  • $\begingroup$ Sadly, the topology is not generated by any displacement map. Here are two materials, one doesn't have displacement enabled and one with heavy displacement. All the subdivisions happen before the displacement through the subdivision modifier. As you can see both objects are dynamically-subdivided resulting in the same amount of vertices regardless of the actual displacement. $\endgroup$
    – Leander
    Commented Jun 28, 2018 at 21:17

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It's essentially the same as you're doing to mix between shaders for your surface:

enter image description here

Here, I'm using the exact same texture to mix between shaders and to mix between displacement. Since displacement doesn't use shaders, I'm using colors and a mix RGB node instead of a mix shader node, but it could as easily be done with values and math nodes:

enter image description here

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  • $\begingroup$ thank you, is it possible to get the result with vertex colors ? $\endgroup$
    – eon
    Commented Jun 29, 2018 at 1:25
  • $\begingroup$ Yes, that would be a different question, but I doubt you need to ask it-- again, you're performing the same fundamental process, using a number provided from a texture in order to mix between two colors. $\endgroup$
    – Nathan
    Commented Jun 29, 2018 at 1:33

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