Proper Displacement Map


If there is an existing thread, could the link be posted here, I did not find anything on my initial search.

The thing I'm asking is that, could I get some feedback on getting a proper displacement map? I have read through the CRYENGINE V documentation and did it as it was told there, but I have had zero success at the displacement map providing the displacement effect, in other words it does nothing when uploaded into the material editor. So some trips and tricks would be super appreciated! Thanks


Re: Proper Displacement Map

Go into the Terrain Editor, Go into the Sculpt menu, use either Flatten or Raise/Lower.
In there you will see a Section Labelled Displacement - Tick the Box - Choose a Map - I tried a .disp and a .ddna file and they both worked.
Paint the Terrain Brush and see the results. By Changing the scale and also the Brush height you can get different results.
Hope this is what you wanted,

Re: Proper Displacement Map

My knowledge on this is small. You may already know this info Below.
However I have played around with it a bit.
Cryengine has used several different methods over the years some times using the alpha channel and then not using.

The CryEngine V manual does not have all the information.
Try the CryEngine 3 manual. The following page has a lot. ... splacement
Note the Troubleshooting notes at the bottom.
and this in CEV. ... on+Mapping

Do you use the photoshop Plugin and save the .displ texture map there.

Check out a small program called Pixplant at
I've used that to generate the nessessary files in the first place.
Make sure that the relevant boxes are ticked in the Material file that you create / use. or it wont work
To use an example
Put a Brush into your map - such as Objects/architecture/walls/farm_wall/farm_wall_4m.cgf
Open the material used. farm_wall.mtl
Note the heightmap it's using. under shader params tick the Displacement mapping and play with the sliders.
Also play with Parallax Occlusion Mapping slider. Watch the different distortions on the model.

Re: Proper Displacement Map

Hey there

Thank you. The problem is not generating the displacement map, but saving it in a format that the CRYENGINE understands. I have read through the documentations but I have to check again.
Not sure whether this is going to be helpful as I'm using Gimp. Pretty much the same process applies to photoshop.
Here is what how my process looks like (this will vary depending on the need).
1) For less demanding I textures I use Njob by Charles Hollemeersch, it's not perfect sometimes but gives satisfactory results in most of the cases, ie. for walls, surface textures works pretty well. I do create it from diffuse then save it as .tif. For more demanding I do make it manually.
2) I open up created heightmap and add alpha channel. In Gimp I do add alpha layer (Greyscale copy of layer) option.
3) Merge it and save it the file with _displ suffix texturename_displ.tif
4) Then I do use Crytif (you can use Photoshop plugin) or standalone Crytif plugin (in Cryengine / Tools I think, I'm using shortcut for quicker opening). Of course you need to compile it as Displacement map so make sure you select proper option
5) You're done. Cryengine should recognize it.

Now you can go to your materials setup and add your Displacement into Heightmap slot. In the Shaders params activate Displacement mapping. POM also looks pretty good if needed so you may activate it too and play around with sliders.

Not sure whether 'these were the droids you were looking for' however I hope it helps.
GorbashGaming - Beginner Tutorials for CE ... Img/videos

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