ZBrushCentral

Displacement map vs normal map vs bump map

Hi all, i’m tryng to understand about this 3 tipology.


  • Bump map don’t move any pixel, it’s only a “fake”( good for tiny detail)
  • Displacement deform also the mesh
  • normal map is good for games.
I want use in external render , XSI; what’s the difference between displacement and normal?

Thx
Bye
Leo

ZMapper’s documentation includes an in-depth explanation of this exact topic. :slight_smile:

ZMapper’s documentation includes an in-depth explanation of this exact topic

…i know, too much in depth…i would here someone wich put this in the pipeline.
Learn Zbrush, learn XSI, try the workflow, learn displacement…my day is only 24 hours.:wink:
Thx
Bye
Leo

well, to make things simple:

displacement: gives you true geometrical deformation. If rendering in an external program, it is best to keep this for the major details. The rule most people follow is- if you can see it in the profile, displace it.

bump map: simply gives the illusion of geometry being moved by adjusting the normal (the way the light perceives the surface)

normal map: similar to a bump map, but actually replaces the normal (to my understanding that is what happens), and works with 3 channels (RGB) instead of just one (grayscale).
This gives a much more “3d” look to the bump, though the profile still wont change.

Basically- use a normal map if the detail is large enough, or important enough to sacrifice rendering time. And im no expert on this, ive only ever screwed around with normal maps once. I find bumps to work just fine as its typically for fine wrinkles and skin textures.

jd

Thx man for your explanation
Bye
Leo