Ora

How Are Displacement Maps Made?

Published in Displacement Mapping 2 mins read

A displacement map is primarily made by converting an image into a grayscale representation.

Understanding the Creation Process

According to the reference, a displacement map is fundamentally a grayscale (black-and-white) copy of an image. The core idea behind its creation is to capture the "height" or "depth" information of a surface or desired detail using shades of gray.

Here's how this process works based on the reference:

  • Grayscale Conversion: The original image, which might contain various colors, highlights, and shadows, is simplified into different shades of gray.
  • Representing Peaks and Valleys: In this grayscale image, each shade of gray corresponds to a different level of displacement or height.
    • Typically, white represents the highest points or maximum displacement outwards.
    • Black represents the lowest points or minimum displacement (sometimes displacement inwards).
    • Mid-gray (50%) usually represents no displacement from the original surface.
  • Mapping Displacement: This grayscale map is then applied to a 3D model or a surface. Software reads the grayscale values from the map and uses them to physically move (displace) the vertices or points on the model's surface.

By simplifying the image's colors, highlights, and shadows into shades of gray, you can add new elements that follow the peaks and valleys of the original image. This means the details captured in the grayscale map dictate how the geometry of the 3D object is deformed, creating complex textures and relief without needing to model every detail manually.

Key Concept

The crucial step is the transformation of visual information (colors, light, shadow) into a monochromatic scale where brightness directly correlates to displacement magnitude. This grayscale map acts as instructions for 3D software to deform a mesh.

Grayscale Shade Typical Interpretation Effect on Surface
White Maximum positive displacement Pushes geometry out
50% Gray No displacement Surface stays flat
Black Maximum negative displacement Pulls geometry in

This method allows artists and designers to use 2D images to add intricate details, textures, and realistic surface variations to 3D models or scenes efficiently.