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Design Nomenclature / Surface & Material

Displacement map

Also called height map, displacement, heightfield, vector displacement

  • Surface & Material
  • Form & Geometry
  • Digital Model Making
  • 3D

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

  • Bump mapA grayscale texture read as height, from which the shader derives a normal perturbation by differencing neighboring texels. Encodes the same end result as a normal map at lower precision and without the ability to state direction independently of slope. Cheap, lossy, and still the right call for fine noise.
  • Normal mapA texture encoding a perturbed shading normal per texel, XYZ packed into RGB, usually in tangent space so it survives deformation. It changes the vector lighting is computed against without moving a single vertex, so silhouettes stay flat, nothing self-shadows, and the whole illusion fails at grazing angles.

Related

  • Bump map
  • Normal map
  • Tessellation
  • Texture Baking

How this term connects

Bump mapNormal BakingNormal mapTessellationTexture BakingDisplacement map
Related Confused with
  • Bump map
  • Normal Baking
  • Normal map
  • Tessellation
  • Texture Baking

Referenced by

  • Bump map
  • Normal Baking
  • Normal map
  • Tessellation
Peter Freedman.

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