← All guides

Guide

Height Map vs Displacement Map: What Changes in a Renderer

Both textures store height as brightness. Height often drives parallax or bump-style effects; displacement moves vertices. NormalMapAI exports both as 16-bit PNG to avoid banding.

Steps

  1. Generate a material in the homepage editor or open the height / displacement tool pages.
  2. Compare the Height and Displacement thumbnails — displacement is typically smoother and stronger for geometry offset.
  3. Export 16-bit PNGs and import as non-color data.
  4. In Blender, route displacement through a Displacement node; in real-time engines prefer parallax or tessellation only where budget allows.

Shared idea, different use

White means high, black means low. A height map is the base field many other maps derive from. Displacement here is a smoothed, higher-contrast variant tuned for pushing mesh surfaces.

Why 16-bit

8-bit greyscale only has 256 steps, which shows as terraces on gentle slopes. 16-bit PNG keeps smooth ramps for relief, 3D print heightfields and close-up displacement.

Performance note

True displacement needs dense geometry or tessellation. For games, normal + optional parallax occlusion often looks close at a fraction of the cost.

FAQ

Can I use the height map for 3D printing?

Yes. Many relief tools accept a 16-bit greyscale height or displacement PNG.

Should albedo include the same shadows as height?

Prefer even lighting in the source photo so height comes from texture detail, not baked sun shadows.

Does NormalMapAI upload my images?

No. Processing stays in the browser.