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GlossaryWhat is a displacement map?

What is a displacement map?

Laura Weidner
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Last updated:
December 4, 2025
In this glossary article:
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GlossaryWhat is a displacement map?

What is a displacement map?

Laura Weidner
-
Last updated:
December 4, 2025

What is a displacement map?

For each pixel (or micropolygon), the renderer reads a height value from the texture and shifts the mesh surface along the normal - or, in the case of vector displacement, along an RGB vector field. This is done at render time (micropolygon/adaptive displacement) or in advance via tessellation/subdivision. For consistent results, a clean PBR workflow; how the final image is created is explained by Render Engine. In more detail: Blender Manual - Displace Modifier - Khronos OpenGL - Pipeline/Displacement Context.



Infographic: Base Mesh → Albedo/Base Color → Height/Displacement-Map (grayscale) → final 3D rendering with real geometry and modified silhouette.
1) Base Mesh 2) Albedo/Base Color 3) Height/Displacement-Map (grayscale; white = higher, black = lower) 4) Final 3D Rendering - Infographic Danthree Studio



Practical examples: Displacement maps for wood, stone and fabric

Albedo texture wood (maple) - base color without light or relief; color layer in a PBR displacement pipeline.
Albedo (maple): Provides only the color information - the relief is created later via the displacement map.
Displacement Map Stone - coarse natural stone relief structure as a grayscale height map for strong surface displacement.
Displacement stone: Larger amplitude (approx. 5-10 mm) for breaks and edges; for micro details additionally Normal Map.
Displacement Map Wood (parquet) - Grayscale height map for joints and grain; white raised, black recessed.
Displacement wood: Height approx. 1-3 mm and activate subdivision - creates joints and pores physically correct.
Displacement map fabric - fine fabric structure as a height map for close-ups; ideal in combination with a normal map.
Displacement fabric: Subtle heights of approx. 0.2-0.5 mm give the woven structure realistic light reactions.



Displacement vs. normal vs. bump

Map type What happens Plus Minus Typical use
Bump Gray values change the shading very fast no silhouette Micro-noise, fine pores
Normal RGB standards simulate light reaction More depth than bump No real geometry Fabric/lacquer micro details
Displacement (Height) Geometry shifted along normals Real silhouettes & edges more expensive (subdivision/tessellation) Joints, stone, wooden profile, embossing
Vector displacement (RGB) Displacement in any direction Overhangs/undercuts Complex authoring Organics, reliefs, carvings
3D Visualization of a bright living room with brown leather sofa and view of the surrounding nature through large windows

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Why displacement in brand communication?

  • Photorealistic material effect: wood profiles, ceramic edge breaks, leather embossing - precisely the details that support purchasing decisions.
  • Channel consistency: The same material runs in the 3D viewer and in augmented reality with an identical look.
  • Reusable assets: Series renderings from the 3D render studio feed e-commerce, print and social.



Formats, bit depth & scaling

  • Bit depth: At least 16-bit (TIFF/EXR), for fine gradients 32-bit EXR - 8-bit produces banding.
  • Color space: Displacement is linear (no sRGB).
  • Units & Midlevel: Calibrate the scene unit (e.g. cm) and midlevel/height scale correctly - then PBR materials remain consistent.
  • UV cleanliness: UV mapping prevents expansion; tiles via UDIM/tile sets.
  • Material sources: Scans & captures speed up the setup - see Digitize surfaces and Texture baking.



Pipeline: Offline rendering vs. real time

Offline renderer (V-Ray, Arnold, Redshift): Real geometry via micropolygon/adaptive displacement - usually combined with subdivision surfaces; based on e.g. Pixar OpenSubdiv - Overview. Concrete settings: Chaos V-Ray - Displacement.

Realtime (Web/Engine): For browser performance, parallax occlusion mapping is often used - depth illusion instead of real geometry; doc: Unity Shader Graph - POM Node. Unreal scales large-scale reliefs (e.g. terrain) via Virtual Heightfield Mesh. A hybrid is practical for e-commerce viewers: Normal/Parallax for mass - real displacement only if silhouettes count.

Vector displacement - when is it worthwhile?

  • Overhangs & undercuts: Carved wooden ornaments, deep quilting, organic pleats.
  • Authoring: Export 32-bit EXR (RGB) from sculpting tools; select tangent/object space correctly.
  • Renderer support: Vary workflows/limits - Getting started: Arnold User Guide - Displacement & Subdivs.



Practice workflow (compact)

  1. Create base mesh & UVs - see 3D Modeling.
  2. Create height sources: Scan, Sculpt or via Texture-Baking.
  3. 16/32-bit Height/EXR linear export.
  4. Activate subdivision/tessellation; calibrate midlevel/scale.
  5. A/B comparison against normal-only - is the higher render price worth it?
  6. Render checks: silhouette, edge breakage, self-shadow; artifacts in ray tracing ray tracing minimize. A test with the checker for tileable textures is particularly useful for large-area display textures to ensure clean transitions.



Displacement troubleshooting (symptom → cause → fix)

Symptom Probable cause Quick-Fix Permanent solution
Banding/steps 8-bit Height, sRGB instead of Linear 16/32-bit EXR, linear read-in Generally switch height pipeline to 16/32-bit & linear
"Bloated" surfaces Midlevel wrong, scale too high Recalibrate midlevel (0/0.5), halve scale Check scene units, define displacement in cm/mm
Seams on UV edges Too little bleed, hard transitions Seam bleed + blur (height only) Smoothing UVs, clean layout of UDIM
Flickering shadows Too coarse micropolygon, too few samples Subdiv level +, Samples + Ziel-Mikropolygon ≈ < 1–2 px; Denoiser erst nach sauberem Sampling
"Swimming" in the Anim Mipmaps/Filtering unsuitable Adjust mip bias Consistent Texel density, set trilinear/aniso correctly
Exploding render time Too much global displacement Displace only hero zones Normal+Low-Disp-Mix, Instancing, introduce LODs
No silhouette effect Normal/bump instead of real disp Activate real geometry Use adaptive/micropoly disp + subdivision
Stepped diagonals Low map resolution Map resolution ↑ Tile UDIM, specify Texel density in planning



When to displace - and when not to?

Yes to displacement if silhouettes and edge breaks are relevant to sales (joints, engravings, reliefs) or macro close-ups are planned (product detail pages, print).

Better Normal/Parallax if micro details dominate or real-time performance in the browser/AR is more important than perfect silhouettes.



Relevant use cases (from practice)

  • Ceramics & sanitary ware: embossed logos, edge breaks - can be combined with Material & surface visualization.
  • Wood & panels: Profiling, milled edges - Export as glTF/GLB for fast web viewers.
  • Upholstery & leather: deep stitching via Vector Displacement - integration in product renderings.

FAQ - Displacement Map



Does displacement replace my normal map?

No - the combination usually delivers the best result: displacement for form/silhouette, normal for micro-light details.

What is the ideal bit depth?

At least 16-bit; for sensitive gradients or vector displacement 32-bit EXR (linear).

How much subdivision is enough?

Use the smallest detail size in the material. Rule of thumb: micropolygon edge length just under the pixel size of the target output.

Does displacement on the web make sense?

For hero assets and close-up viewers yes (hybrid with Normal/Parallax). Normal-only is often sufficient for list views.

What is the difference between height and vector displacement?

Height shifts along the normal (gray values). Vector uses RGB vectors - allows overhangs, but is more complex.

How do I avoid light leaks in joints?

Check midlevel and bias/clamp, sufficient subdivision, clean UV seams and consistent scale.

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