Map generator
Height map generator from images
Convert a source texture into a grayscale height channel, tune broad relief separately from noise, and export it with the rest of the PBR material.
Reviewed:
Direct answer: Height Map Generator
PLAYTEX AI generates a height map inside the PBR Map Generator from a photo, scan, tile, or generated base texture. White and black represent relative surface elevation, not real-world distance. The exported height file can drive displacement or parallax in the destination renderer, but visible silhouette change still depends on mesh density and engine setup.
- Output
- Grayscale height map
- Best source
- Evenly lit texture
- Renderer dependency
- Mesh subdivision
Why generated displacement often looks inverted or noisy
A height image is only a relative signal. Lighting baked into the source and insufficient geometry can both produce a misleading result.
| Symptom | Likely cause | Fix |
|---|---|---|
| Mortar rises above the bricks | The height convention is inverted for the intended material. | Invert the height signal and review the broad forms again. |
| Every pixel becomes a bump | Source grain and compression were treated as physical relief. | Blur micro-noise and preserve only structure that should affect depth. |
| Displacement changes nothing | The mesh has too few vertices for vertex displacement. | Add subdivisions or use parallax/normal detail instead. |
| The height looks like lighting | Highlights and cast shadows were baked into the source image. | Use an evenly lit source or clean the image before generation. |
Height-map review settings
- Value meaning
- Relative elevation
- Broad form
- Preserve first
- Micro-noise
- Reduce before export
- Normal pairing
- Use for fine detail
- Displacement scale
- Set in destination renderer
- Geometry
- Subdivide for silhouette change
Sources used for this review
- Official: Three.js displacementMap behavior
- Official: Khronos glTF PBR overview
- Community: Normal-to-displacement limitations discussion
From source to reviewed handoff
Clean the source
Remove baked glare, large shadows, seams, and compression blocks that do not describe surface depth.
Generate relative height
Create the height channel and decide whether bright values should read as raised or recessed.
Separate form from noise
Keep material structure while suppressing tiny detail that belongs in the normal map.
Test in the destination
Set displacement scale and subdivisions in the engine, then compare the silhouette and grazing angles.
Choose the right depth technique
Height, parallax, and normal maps solve different visual problems. Use the least expensive method that produces the needed depth cue.
| Technique | Best fit | Watch for |
|---|---|---|
| Height / displacement | Actual vertex movement and silhouette change | Needs geometry density and a sensible scale |
| Parallax | Apparent depth on a mostly flat surface | Can break at steep viewing angles |
| Normal map | Fine lighting detail at low runtime cost | Does not move the silhouette |
Review before export
- Remove baked lighting from the source
- Confirm raised versus recessed values
- Reduce high-frequency noise
- Pair broad height with a normal map
- Test mesh density before increasing strength
Height Map Generator FAQ
Is a height map the same as a displacement map?
The image may be the same grayscale data. “Displacement” describes how a renderer uses that data to move geometry.
Can PLAYTEX AI make a height map from a photo?
Yes. The PBR Map Generator derives relative height from a source photo or texture, then lets you review it with the other channels.
Can a height map recover real depth?
No. A single color image does not contain measured geometry. The result is an inferred relative surface signal that needs artist review.
Why should I keep a normal map too?
A normal map carries fine lighting detail without requiring enough vertices to reproduce every small bump.