(You will need Red/Cyan 3D anaglyph glasses to view this image. Red/Blue will work, but not as well). I've been experimenting with creating 3D Anaglyph projections of some of the Dungeon Tiles I have on Roll20. I'm following this tutorial on creating displacement maps for images: <a href="http://blog.spoongraphics.co.uk/tutorials/how-to-c" rel="nofollow">http://blog.spoongraphics.co.uk/tutorials/how-to-c</a>... I decided to try it out on the Castles and Ruins tile set by Andy Gerding. Using a gray-scale to determine the displacement, I set 0% as the bottom, 50% as the floor (no displacement), and 100% as the top of the walls. Generally speaking, with 3d Anaglyph images, the less seperation of the two images, the easier it is on the eyes. So by setting the floor level to not be displaced at all, it should be fairly easy on the eyes. This also means that the floor appears at the level of the screen, while the pit appears to go into the screen, and the walls pop out. Here's the displacement map for the pit trap: The floor is at 50% gray, which means it won't be displaced at all. I used gradients on the pit walls going from 50% gray to 0% gray. And for the spikes, I traced each spike, and applied a gradient from 0% to 25% gray. I don't the spikes came out that great, but it works when it's small. I may create a couple more displacement maps just for fun, but the biggest problem I see with developing a 3D anaglyph tile set, is that you can't rotate or flip any of the tiles, or it completely destroys the 3d effect. You also have to view the map from the correct orientation (ie face the front of the screen). If the screen was laying flat on a table, the effect would only work for those facing the front. This would greatly increase the number of tiles required in a tile set.