![]() ![]() I think that you can skip the creation of a new material and texture, go into "UV Editing", and just replace the depth map with the 2d image. ![]() Make sure the "Texture Coordinates" is set to "UV".Ĥ) Create a new material and texture (use the 2d image as the texture).Ħ) Switch to "UV Editing" screen (go into "Edit Mode") and use the 2d image for the mapping (instead of the depth map).ħ) Apply the "Displace" modifier so that the mesh is actually modified according to the depth map. The more you subdivide, the better the scene is gonna be but obviously, the slower things will become.ģ) Create a "Displace" modifier using the texture from the depth map. Remember that the darker the grayscale value is, the further away the pixel is.ġ) Load the depth map using "import images as planes".Ģ) Subdivide the mesh (in edit mode). A Blender expert I am not, so if there's a better way to do this, let me know! The black areas in the depth map correspond to pixels for which the depth is not known. The video below shows how to load a 2d image and a depth map to render a 3d scene in Blender using the "Displace" modifier.
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