since Mill Mage has brought out v carve and 3d relief , ive tried a few ways to convert images using photoshop etc with mixed results., just couldnt get that fine detail right
i bit the bullet and decided to ask google AI. ![]()
how do i ask you to convert an image into high quality depth map, it gave me a few sentences, which i than asked it with an image.
after nearly 2 hrs , i think that one was bit retarded didn’t understand plain old English
we got there, have attached final script at bottom of post for you all to try and tweak ![]()
the original pic is one that i got of one of my FB pages i follow, this lady creates ai generated pics
final depth map pic
MM preivew
after got to that point i asked it to write me a script for further pics
this one was from asking the script
here is the script it wrote me , still may need some final tweaks , will see what they carve out like before confusing it more
Generate a high-resolution, 8-bit grayscale depth map based on the provided image for 3D Z-axis displacement mapping.
Key Spatial Rules:
- Tonal Gradient: Use a smooth, continuous gradient where pure white (#FFFFFF) represents the closest foreground elements and pure black (#000000) represents the furthest background or horizon.
- Mid-ground Separation: Calibrate the contrast curve so mid-ground elements (like trees or terrain) sit at distinct grayscale values, separating them clearly from the background without flattening out.
Advanced Mesh Displacement Optimization (Dual-Zone Filtering):
- INTERIOR COMPONENT (High Definition): Maintain clear, crisp volumetric contours, muscular structure, and textural definitions inside the main subject (e.g., [INSERT YOUR SUBJECT HERE, e.g., “the body of the stag and the rock faces”]). Do not flatten or blur the internal features; they must retain sharp structural definition to drive localized depth displacement.
- OUTER SILHOUETTE (Ultra-Soft Rollover): Apply a heavy, localized feathering filter strictly to the outer perimeter outlines and narrow extremities (such as antlers, fur tips, or edges). The border transition from the subject to the background must be a broad, smooth, sweeping gradient.
The final asset must look crisp and detailed on the inside, but fade smoothly on the outer borders so that Z-axis displacement rolls over softly at the edges instead of lifting sharply or tearing the mesh.




















