Displacement map help
- Arthur C
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That’s a normal map.
A displacement map looks black and white, similar to a bump map.
If you have a look at the bottom of this page you can see an example of a displacement map https://www.sketchuptextureclu…br-texture-seamless-21849
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... not to lecture anyone or even to pretend to be smart myself I myself get confused all the time about the different maps! Only therefore I´ll add this link here:
https://garagefarm.net/blog/ho…mize-them-in-v-ray-part-1 -
I agree the "standard" displacement map is black, white, and grey. However the pebble materials Enscape provides uses what looks like a normal map.
So I decided to copy that logic since its their software.
Anyways, I guess to improve it I should make it black, white, and grey.
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... sorry, no it doesn´t.
That's why I usually don't use displacement where this visually cool fake becomes a visual failure because I get such an inadequate result at the corners.
If interesting for you, The Rendering Essentials has made a good video about this topic, using Enscape:External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
(by the way - the screenshot I posted above doesn't show a geometry corner but a sphere which doesn't have a corner and that why we see displacement there. But we see the edge of an image of a sphere and NOT an edge itself! The geometry used for this sphere goes further around...) -
Enscape supports normal maps and height maps simultaneously- the height map is embedded in an alpha channel of what would look like the normal map.
So in the preview it looks like they are using a standard normal map, but it’s actually a displacement map + a normal map.
You can’t change the silhouette of an object using a displacement map in Enscape - it’s a hologram on the surface , an illusion.
Most real time renderers avoid doing any geometry based displacement as it is too intensive - that sits in the domain of offline renderers such as v-ray , where performance is not so critical.
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Thanks for the explanation Adam really useful information!