tweaked parallax mapping with silhouette clipping

Lol you forgot to pack the images.
Also 3 errors in command line:
In Fragment shader lines 23, 91 and 111 there is an int to float cast issue, but can’t find them, the line counter doensn’t work properly on C shaders =___=.

hah, uplaoded wrong blend, srry for that. updated the link

very impressive looking based on the screenies, but does it look as good as iterative parallax? that’s the thing about your old relief mapping, it always falls apart from an angle, period.

by the way, was twilight22 really called off?

Impressive as always. These kind of effect feel like looking trough water, since there is a surface that cover the “geometry” below it and modifies it.

Pretty good, thanks to help us with this one.
And blend master my GPU is an Nvidia GTX 260 I dont know why it crashes.
Thanks again martinsh

Blendmaster: Both Relief mapping and Parallax Occlusion (they actually are not quite the same) mapping are iterative parallax maps, both iterates image multiple times to fake the displacement, though Relief mapping uses Binary search steps which makes it faster than Parallax occlusion mapping. And both brake up in shallow viewing angles, well Parallax Occlusion looks little better.
There is a technique that actually fixes this issue, called Relaxed Cone Step Mapping.
Here you go (not mine, someone had already done it before me :)) :
conestepmapping.blend (233 KB)
or
http://www.pasteall.org/blend/2698

btw here is really great software showing the visual difference between all of the displacement shaders.
http://www.brunoevangelista.com/shaders.html

And yeah Twilight22 is dead, or moved to other game engine… as far as I know…

ahh. i knew they were different, i only recently realized how similar they are. but the thing that i care about is those awful distortions you get at sharp angles …

and wow, after looking at it, i elect the cone step as the best shader i’ve seen so far. it takes the full resolution of my screen to see the distortion at hard angles …

That!
Is cool.

The good news is that there’s been an increasing amount of interest in developing the BGE since 2.46, otherwise the hope of an ultra fast multi-threaded BGE really would’ve been nothing more than a pipedream.

To bad that the project didn’t last more than a few months it seems (it greatly sped up the BGE in the first weeks for complex scenes), but at least we are seeing increased activity in the BGE development scene.

Thanks Todd.

Ah yeah forgot to mention: button E disables and enables cone step mapping, default is on.

Martinsh -
I used your parallax occlusion in my “wet road” demo (http://blenderartists.org/forum/showthread.php?t=190121). I tried to modify it so mist would show up, but it doesn’t completely line up with the BGE - any tips

Thank you for the script, martinsh!! :smiley:

nice,tho there is no 2.5 version…