Caught this in the Silo forum.
The multidirectional displacement solves limitations of normal based displacement :
base mesh normals doesn’t have to conform to high rez anymore…Silo displacement painting data is made of 3d coordinates and vectors are the solution to represent the 3 directions. See the incredible examples posted by users in the thread. This one for example, made from a simple sphere.According to Ben’s explanation, you need to render a position map for low and high mesh, and substract them. There is no interpenetration issue like normal displacement.
Anyway we can already extract the vector displacement maps within xsi…


Now I’m interpreting the big benefit of this being no relation is required between the UV map and the Displacement map. But can’t you technically do this already? Can anyone with experience using this perhaps explain it in layman’s terms?