1

I've tried three cubes with different height, and render the height map in Render View Image, the upper one is the height map, the lower one is a plane with the rendered height map.

From top-down view,

enter image description here

From side view

enter image description here

My question is why there is no difference when the height map is applied, my node steup is like this,

enter image description here

Edit:Slope doesn't help too much for the height, I can't tell the difference either.

enter image description here

user3505400
  • 537
  • 1
  • 6
  • 12
  • 1
    There is only so far a bump map can trick you into believing there is an actual displacement. Try lowering the distance and / or strength of the bump node. Also, the illusion comes from the slope, not the actual bright value. Try to use a gradient for your bump map between dark and bright values – Gorgious Feb 22 '21 at 07:15
  • This might be working, to get better illusion a gradient slope should does the work, I will be doing some trials. – user3505400 Feb 22 '21 at 07:24
  • Slope doesnt help either, I've added another screen shot. – user3505400 Feb 22 '21 at 07:42
  • How do I add the depth to the map can you shed some light on it – user3505400 Feb 22 '21 at 07:44

2 Answers2

1

I'm not sure the Z depth value is helpful here.
I used this Robin Betts' answer for the height map instead

  1. Render the height map
  2. Set Bump Distance to correspond to your object's max height (0,5 m in my example)
  3. Done

enter image description here

Geometry with 0,5 meters max height enter image description here

Generated Height map enter image description here

Bump Distance with 0,5 m height enter image description here

jachym michal
  • 31,744
  • 5
  • 55
  • 115
0

In this case, you should use Displacement. First, you need enough geometry. So put a subdivision surface modifier on the mesh and crank it up then you can go into the Material tap and under settings in surface change the Displacement to Displacement Only. Then replace your Bump node in your material with a Displacement node and then feed it into the Displacement.

enter image description here

Phönix 64
  • 720
  • 6
  • 24