Displacement Map
What is a Displacement Map?
How it works
Displacement map vs normal map
Cook's Shade Trees, 1984
Technique introduced
16 or 32-bit, avoids stepping
Preferred bit depth
Mid gray 0.5 in most tools
Neutral height value
Displacement map vs normal map
Displacement map
Normal map
What actually changes
Vertex positions, real geometry
Shading only, mesh stays flat
Silhouette and shadows
Correct edges, true self-shadowing
Reads flat at silhouettes and edges
Data stored
Grayscale height, or vector XYZ
Surface direction in RGB
Polygon cost
Dense mesh or tessellation required
Zero added geometry
Renderer support
Offline renderers, tessellating engines
Standard slot in every engine
Best for
Terrain, deep grooves, hero close-ups
Fine detail on real-time assets
In Meshy Meshy exports ship with a baked normal map rather than a native displacement map, so export FBX or OBJ and author height detail in Blender or ZBrush when the silhouette must be exact.
Use cases
Last updated September 14, 2026









