/*zscript:&root/ZScripts/DispMap/DispMap.zsc|Displacement Mapping Tutorial*/
/*zscript:&root/ZScripts/ProcDispMaps/ProcDispMaps.zsc|Processing Displacement Maps*/
/*title_start*/Q: How do I apply a displacement or bump mapping?/*title_end*/

/*text_start*/\C020202A: \C484848ZBrush offers tremendous flexibility and power when generating displacement maps, and enables you to use intuitive techniques for creating them. To fully understand the process, you should view the tutorial ZScript referenced on this page.

Briefly, displacement maps are generated through the use of multiple-resolution subdivision levels. Original or imported objects of low resolution can be subdivided so additional, finer resolution levels are added. High-resolution levels can then be edited using ZBrush's sculpting and depth-painting tools (with unparalleled speed, since ZBrush focuses processing power on one object at a time).

Once a high-resolution mesh level has been edited, the details can be recorded in a displacement map by returning to the original low-res mesh, and pressing the \C020202Create DispMap\C484848 button in the \C020202Tool>Displacement\C484848 sub-palette.

Another feature is \C020202Bump\C484848 controls in most material modifiers. Materials can be defined so that bumps are displayed based on color information on the object's surface or texture.
/*text_end*/

\C909090This text is designed to be viewed with the \CccccccZBrush Help Topics Browser\C909090. To open the browser, press the \Ccc9000View Help Topics\C909090 button in the \CccccccZPlugin\C909090 palette.
/*related:&root/Sculpting/DispMaps.txt|Displacement Maps*/
