Normally, when we map a texture onto a plane (for example), depending on the texture, it can look quite flat. We might increase the textured look of the object with bump maps or normal maps, however, the geometry is still flat...the texturing, a simulation.

On the other hand, if we have a displacement map for our texture, then we can subdivide the original object and apply the displacement map. This will actually alter the geometry of the object and therefore, looks much more realistic. [Note: When using a bump/normal map, the shadows cast from the object are still the exact shape of the object. A sphere with bump/normal map will cast a circular/oval shadow with no alterations where the texture of the sphere is concerned. With the displacement map, there will be accurate shadows cast. In the above example, the sphere could be casting a very different shadow, depending on the displacement map.]


Below is a plane with Texture and Normal map applied...

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Below is the same plane with Texture and Displacement map applied... (exaggerated for obvious effect)

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Below is a cube with repetitive brick Texture and Normal map...

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Below is the same cube, but with Displacement instead of Normal map... (slightly exaggerated to show effect)

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So...what do you need in order to use Displacement Maps?

Well, first, the map. [Some texture libraries also have Displacement maps for their textures, so they're worth picking up at the same time.]

Second, your object will likely need to be subdivided considerably (to give it a fine enough area to displace). [I usually subdivide and set it to "10" and then subdivide once more as the starting point.]

Then, you must add a texture channel and select your map image. Uncheck Color influence and check Displace and season the amount to taste.

Note: You can also create your own Displacement maps in Xara! Use grayscale and make white the closest to you and black, the furthest. {Frances, I just know you'd be able to use this idea for a cool effect.}

Here is (a converted jpg of) the displacement map used for the 2nd image above...

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Have fun!

James