Using Grayscale Images for Displacement

You can create monochrome image maps with popular image-editing tools such as Photoshop or GIMP. By using grayscale height maps, you can push and pull the surface of a 3D model to achieve the ideal look you desire.

A low polygon 3D plane.

Diffuse map applied.

After being applied with Displacement map. The faces are pulled up or pushed down.

Using Grayscale Images for Displacement

  1. Prepare an object.

  2. Make sure the object is selected and switch to Modify >> Material >> Texture Settings (in this case, the object has already applied with Diffuse and Blend textures).
  3. Double-click the Displacement channel and load a grayscale image. You will be asked to set the type of the loaded image.
  4. Choose the Height Map (Grayscale) radio button and click OK to load the image.

    The object will then take shape. You may need to adjust the UV Tiling values to best fit the displacement image to the object.

    The displacement texture is imported.

    UV tiling values are adjusted.

  5. In accordance to the rule described in the note box above, the black area concaves the mesh, which can cause the original shape to be thinner and the connecting lines broken.
  6. Go to the Tessellation section.
    • Increase the Tessellation Level value to add more details for the faces.

      The original topology.

      Tessellation value increased (more details are shown).

    • The Multiplier slider is able to increase or decrease the drops between the ups and downs. In another word, to determine the distances between the high and low vertices.

      Multiplier = 1.

      Multiplier = 2.5.

    • The Gray-scale Base Value takes a color within the grayscale image as the base of the mesh. The vertices covered by the colors above the base will be pulled up, while the other will be pushed down.

      The default value is 50, which takes the middle color of the grayscale image (127, 127, 127) as the base (the vertices covered with the color darker than the base will be pushed down, causing the broken issue described above).

      Set the Gray-scale Base Value to 0 so that every vertex will be raised up, this ensure the object intact without breaks or holes.

  7. Adjust the three sliders to optimize the shillouette appearance of the object.