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.

Generate a height map

Read the PBR map guide

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.

Common symptoms, likely causes, and recommended fixes
SymptomLikely causeFix
Mortar rises above the bricksThe height convention is inverted for the intended material.Invert the height signal and review the broad forms again.
Every pixel becomes a bumpSource grain and compression were treated as physical relief.Blur micro-noise and preserve only structure that should affect depth.
Displacement changes nothingThe mesh has too few vertices for vertex displacement.Add subdivisions or use parallax/normal detail instead.
The height looks like lightingHighlights 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

From source to reviewed handoff

  1. Clean the source

    Remove baked glare, large shadows, seams, and compression blocks that do not describe surface depth.

  2. Generate relative height

    Create the height channel and decide whether bright values should read as raised or recessed.

  3. Separate form from noise

    Keep material structure while suppressing tiny detail that belongs in the normal map.

  4. 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.

Choose the right depth technique
TechniqueBest fitWatch for
Height / displacementActual vertex movement and silhouette changeNeeds geometry density and a sensible scale
ParallaxApparent depth on a mostly flat surfaceCan break at steep viewing angles
Normal mapFine lighting detail at low runtime costDoes 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.