Hello community,
I have a bit of a problem understanding how a height/displacement map works. I know how to make a bump map/normal map but I don't understand how the other works.
So I basically have an image, i bake a normal map or grayscale it for a bump map (setting the correct values) and add them to a material in 3ds max for a plane object along with a difuse of that image. Now when i render the plane, it looks fairly decent but I would love to see the texture with depth. How do I need to edit the difuse image in order to obtain information for a displacement map to add in the displacement slot in 3ds Max.
I want to create textures such as this
http://www.turbosquid.com/FullPreview/Index.cfm/ID/855604
See how in the previews they have a Height Map which when rendered adds depth to the surface.
I tried creating a Grayscale with brightened "whites" and dark blacks and when i rendered the result looked messy. Got any tips that I can use?
Thank you.:)
Replies
To get a heightmap, you must pick it up from a highpoly. The fact that there is a heightmap in the link you provided at all, probably means that this texture was not drawn (even though it looks flat!), and the detail was picked up form a high detail mesh instead.
Bump is not Heightmap. I used to think so in the past, too. Heightmap looks human-readable, but it is not really human-editable in majority of cases. When you go into RTT (render-to-texture) you can render a heightmap there.
Look up their user reference on this.
http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-37414F9F-5E33-4B1C-A77F-547D0B6F511A-htm.html