Design Nomenclature / Surface & Material

Displacement map

Also called height map, displacement, heightfield, vector displacement

This entry has not been translated yet and is shown in English.

A texture whose values move real surface points, normally along the normal, so silhouette, occlusion, and cast shadows all change with it. It needs tessellation or ray-level evaluation to pay for. Height and bump maps hold identical data; displacement is the only one that spends it on geometry.

Three cross-sections spending one height texture three ways. Bump and normal map both leave the profile dead flat and hatched, with the height they encode floating above as a dashed ghost and the shading normals they derive from it tilting along the flat — the difference between them is precision, not effect, and both are captioned silhouette flat. Displacement spends the same data on geometry: the profile itself is pushed into a ridge, and it is captioned silhouette moves.

Not to be confused with

How this term connects

Bump mapNormal BakingNormal mapTessellationTexture BakingDisplacement map
Related Confused with