|
|||||||
![]() |
|
|
Thread Tools |
|
||||
|
Hey guys,
greatel did great job implementing steep parallax mapping to BGE. It picked my interest to look at other parallax techniques. I am also planning to implement relief mapping in near future.. But first.. I noticed that old parallax mapping has a flaw called texture swim - when viewed from sharp angles - textures starts to distort.. swim around surface. I kinda fixed that, not sure if i did right, but at least it works. Also i messed around with UV and i came up with silhouette clipping - cheap technique, but effective. Screens: ![]() ![]() and a blend. parallax_silhouette.blend controls: Mouse/WASD - move/rotate camera left mouse button - move light along with camera edit: also done as part for Twilight22 project. have fun!
............................................
www.martinsh.co.nr - gallery is broken.. Blender artworks: Shotgun Assault Rifle Realtime Bathroom Demo Advanced GLSL 2D Filters Last edited by martinsh; 13-May-09 at 16:16. |
||||
|
#1
|
||||
|
|
|
||||
|
wow martinsh very nice as always.. keep up good work
![]() working flawlessly here (onboard nvidia 9400) looking forward to another parallax mapping techniques.. hoping for 'iterative' one ![]() (still can't believe all those goodies and optimalizations for BGE last weeks... guys I'm stunned, bravo) |
||||
|
#2
|
|
|||
|
I get
Quote:
|
|||
|
#3
|
|
||||
|
This is some magnificent work!
![]() I think this is the best parallax shader I've ever seen for Blender.
............................................
Current project - The Lost Coast - Click me |
||||
|
#4
|
|
|||
|
You bonnovasitch XD :P First picture left corner, it even renders it as if it intersects with a high poly model... XD How is it performance wise?
|
|||
|
#5
|
|
||||
|
Thanks, this is good reference, and not to mention pretty. Also, thanks for hosting the .blend here, on the forums (makes the downloads easier).
Now, show me a big scene, with real-time global illumination. ![]() PS: You should really try this in 2.49; there are several deprecation warnings.
............................................
My blog: "The Blend With No Name" |
||||
|
#6
|
|
|||
|
Is this really happening, the BGE actually surpasses Blender's own Internal Renderer on something!?
If this is to be hardcoded, it should not only be for the BGE, but for the Internal Renderer as well, would be a useful trick for Durian. |
|||
|
#7
|
|
|||
|
Cooooool. I'll have to take a look at the coding and learn the master
|
|||
|
#8
|
|
|||
|
I tested it with various textures and I found an excellent reason why this needs to be hardcoded, you need programming knowledge to change its intensity and you can't scale the texture in the material settings.
This will be used a lot more if it can be hardcoded into Blender so it's very accessable to artists who don't have the time to mess with GLSL code. |
|||
|
#9
|
|
||||
|
Very nice work! But yeah, from a novice point of view, hard coded would be nice and easy(er).
|
||||
|
#10
|
|
||||
|
Martinsh,
les contours des briques en relief c'est fabuleux, l'image est littéralement extrudée de sa face, un pur régal! ![]() ![]() - - - Martinsh, the contours of brick relief is fabulous, the picture is literally extruded its face, a pure delight! ![]()
............................................
http://apostroph3d.com http://deloincejp.cgsociety.org/gallery/ |
||||
|
#11
|
![]() |
| Bookmarks |
| Thread Tools | |
|
|