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3D Design & Development

Displacement, Bump and Normal Maps Compared

Three ways to add surface detail: displacement moves geometry, while bump and normal maps change shading without changing geometry.

Imogen Clarke Imaging & 3D Lead 2 min read 21 views
Displacement, Bump and Normal Maps Compared

Why does it matter?

Choosing the right method balances realism against render cost, since displacement is realistic but expensive.

What are the numbers?

  • Displacement moves vertices to create real surface relief
  • Bump maps grayscale height used to alter shading
  • Normal maps encode surface direction per pixel
  • Silhouettes only displacement changes an object's outline

What should I do?

  1. Use displacement for large, visible relief
  2. Use normal maps for fine detail and real time
  3. Use adaptive subdivision where supported
  4. Check silhouettes in close-ups
  5. Match map scales to real-world sizes
What to do and what to avoid with displacement versus bump and normal mapping, side by side
Good practice against the usual mistakes, from the sources listed below.

What should I avoid?

Avoid:

  • Displacement on distant objects
  • Normal maps for large shapes that should change silhouettes
  • Mismatched map resolutions
  • Very dense geometry just for displacement

When should I get help?

Short answer Bring in help when surfaces look flat in close-ups, or when renders slow down from displacement.

Where this comes from

The figures and practices above come from the sources listed.

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Imogen Clarke

Stills, retouching and real-time 3D. Writes about color management, asset pipelines and getting heavy visual work into a browser.

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