Generate Displacement Map

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Menu Path: UVs/Materials > Generate Displacement Map

Description

Generate Displacement Map will output a displacement map from a subdivided object to its base mesh, or from one or more objects to another object. These displacement maps can then be used by an external renderer to recreate the details of the geometry they were generated from, and can be a great way to export high-poly detail such as displacement painting or mechanical details to a renderer or game engine.

Options

Width and Height

Specify the dimensions of the normal map you wish to output.

Raycast Samples

When raycasting to determine normals, more raycast samples will result in a more accurate rendition, but will take longer to calculate.

Raycast Distance

Use this value to specify how far rays are cast. This distance should be large enough to span the gap between your target surface and the surfaces from which it should be finding normals, but small enough that you do not accidentally get data from other nearby surfaces.

Notes

  • Silo does not currently support 32-bit displacement maps.