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Lumberyard
User Guide (Version 1.13)

Displacement Mapping Best Practices

Review the following guidelines and best practices for consideration when creating displacement maps and tessellated geometry.

  • Height maps must be stored using the _displ suffix (such as road_displ.tif for example).

  • Do not place the height map in the alpha channel of the normal map. Rather, place the displacement map in the alpha channel of the _displ texture. The RGB channels can thus be left empty.

  • Set the diffuse and normal texture map textures as usual in the Material Editor. The _displ texture will be loaded automatically by checking the name of the texture in the Bumpmap (normal) map slot and that there is a corresponding _displ texture for it.

  • Save the _displ texture using the Photoshop CryTIF plugin. The will write the correct metadata to a .tif file for it to be converted to a .dds file at runtime. In some cases you may need to click Generate Output in the dialog box of the plugin.

  • When using the CryTIF plugin, use the DisplacementMap preset to store _displ textures. Height maps will be converted to A8 textures. If you don't see any displacement, double check the format in the Material Editor texture file dialog preview. If it isn't in A8 format, fix the preset, save and reload.

  • Ensure that Config Spec is set to Very High.

  • To enable tessellated shadows for tessellated geometric entities, use the e_ShadowsTessellateCascades=1 console variable, but keep in mind this comes at a performance cost.