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Displacement map vs normal map
Displacement map vs normal map








displacement map vs normal map

In order to use a displacement map in SOLIDWORKS Visualize, navigate to the Appearances tab and select the appearance you want to test it on. The Bump Map keeps the surface flat, affecting only the light scattering directions. In the examples shown you can see that the displacement map is actually displacing the surface to create the rippled look of this water.

displacement map vs normal map displacement map vs normal map

DISPLACEMENT MAP VS NORMAL MAP HOW TO

If you haven’t heard of Bump Maps, we recommend reading our SOLIDWORKS Visualize Bump Maps tutorial before starting this one, as you will learn how to correctly apply textures to your model in SOLIDWORKS Visualize.įirst of all, let’s look at the difference between a bump and displacement map. Game engines prefer normal maps because no extra time required to calculate the derivatives.The Displacement Map and the Bump Map are produced using very similar methods. If you do make UV map, you can bake out complex node setups to asset specific normal map. A constant angle slope can be achieved using a single color, whereas for bump and displacement the same effect requires a smooth gradient.įor generic bump and displacement, you don’t need to UV unwrap for static assets. While all maps benefit from higher bit depths, normal maps are typically the one that need it the least. Because of this, you also don’t get “bad normals” which is something you have to be aware of for the fake bump and normal approaches. Since it actually modifies geometry, you get occlusion, masking, and shadow distortion. Normal maps is the way you go if you bake out high details to a lower detail mesh, but this requires UV work.ĭisplacement - can be very expensive to compute, but does everything bump does. Relies on direction of UV to work “correctly” where angles are critical. Normal - no computation, it contains the derivatives. Works best for small variations where “angles” don’t need to be accurate.

displacement map vs normal map

Does not rely on direction of UV map to operate. UV, are finalized.)īump - expensive to compute the derivatives, but is the easiest to use. If you want to use the advantages of bump maps (which are not always important, just depends on how you want to do things) you can start with bump maps and then bake them to tangent-space normal maps (when both the bump map and the mesh, incl. (Zoom in really close on a model using bump mapping and you’ll see pixellation that doesn’t exist for the normal mapped equivalent.) The second disadvantage is that, with a sampled image, it doesn’t tolerate magnification very well. The first disadvantage is, it’s slightly slower to compute or not as high quality (in Eevee, it’s faster, but because it’s lower quality in Cycles, it’s basically same quality, but slower to compute in most game engines, compensating for other variables like color depth, you’ll find it’s same quality, slower to compute.) You can’t intuitively create normal maps from scratch. You can use an RGB curves node to make a literal cross-section for a bump map. That means that you can use bump maps between models with very different UV and they’ll still be right. The first advantage of a bump map is that it can be used on deforming models without involving tangents. It is not a replacement for a normal map unless you have enough vertices that your detail can be represented wholly with displacement.īump mapping has advantages and disadvantages when compared to normal mapping. A true displacement literally moves the vertices of your model. These are two fundamentally different things even though they use similar interface and similar (same) images. A displacement map can be used for either true displacement or for bump mapping.










Displacement map vs normal map