This is a method of making a Parallax mapping effect using only material nodes, with no python. It does this using three layers of one texture image, differently affected by combined UV and Normal vector input, and then blended together with a simple grayscale bump map.
On my computer I get very strange results. The top part works as expected, with the near side showing more as I move to an extreme angle. The middle section has little to no change, and the bottom section is reversed so I see more of the far section (but doesn’t appear as though the heightmap is reversed- the face of the brick still occludes the sides). Additionally, the parallax appears to only have an effect along the Y axis, if I look down the X axis there’s no parallax along the camera (though I still see the effect along the object’s Y axis)
I’m on a mac, with an nvidia card, in case that makes any difference.
[edit] after a few more minutes rotating it around, I’m pretty sure what I’m seeing is that it knows if the camera is looking up, down, or straight on at the face- but it doesn’t know which edge is closer to the camera, so it shifts the texture as though the top and bottom are both closest, and the sides are parallel to the camera’s sides.
I watched the demo video and setup he had in that video and tried to recreate the node setup from that. It’s not right though and I don’t have any more time at the moment to fiddle with it. Maybe someone else wants to see if they can get this running correctly.
I watched the demo video and setup he had in that video and tried to recreate the node setup from that. It’s not right though and I don’t have any more time at the moment to fiddle with it. Maybe someone else wants to see if they can get this running correctly.
its cool …hmm still a problem but ok! a texture is floating there…i mean its “reflecting” ,kind of… but great work…i am glad because this is the only paralax which works with multiple lights! sorry for my bad english
@ daren:
Well, for Example the tiny, little Difference that a Normalmap fakes Lighting & Shading with the Texture/Surface still looking flat, while this here adds a geometric 3D-Effect to a still flat Surface, but therefore makes it look 3D instead of flat.