From: Abraxes Binder
i have not been able to find any explanation about how the rgb system is connected to the ponts in the <xyz> world.
I can't put it in programmer terms, since I'm not a programmer, but I can certainly put it in layman's terms, if that helps. As you probably know, a standard RGB image is comprised of three 8-bit channels, and each pixel within each channel has 256 possible values. If we assume each specific pixel in a channel represents a specific vertex on a surface, and we further assume that each channel represents a specific axis, this gives us 256 mappable positions per vertex per axis. Include three channels in a map image, to represent the three axes of 3D space, and you can create or record a (limited precision) description of any 3D shape you want.
That's the basic concept, which I'm assuming you probably already understood, but I figured I should cover anyway, just in case. Beyond that, here's are a few specifics you'll need to know:
1. The axis-channel ordering follows the standard sequences, XYZ and RGB, respectively. In other words, X corresponds with R, Y with G, and Z with B.
2. On each axis, a value of zero (black) represents the center point of the mapped object, and a value of 256 (white) represents the furthest possible distance from the center, in accordance with the absolute size of the object.
3. Each (non-oblong) sculpty is comprised of 32x32 quads, which means 33x33 vertices. SL requires images be sized in powers of two, so the smallest possible image that can represent all vertices is 64x64.
I'll leave the programmatic how-to's to better suited people, like Abu, but that's the basic explanation of how it works. I hope you find it helpful.
From: Abraxes Binder
-and as a follow up: What is the industry correct 'name' for 'sculptie-map'
The closest thing would be "vertex displacement map".