Super Parallax 0.3 Release
Super Parallax provides a more efficient alternative to micro-displacement by bringing advanced relief mapping techniques into Blender. It works seamlessly between Cycles and Eevee.
- Eliminates memory usage and calculations spent on subdivision + displacement by approximating the displacement in shaders.
- Enables scenes with large amounts of displacement geometry.
- Unlike generic parallax mapping, it works on curved geometry and produces silhouettes, producing an accurate approximation of real displaced geometry.
- Parallax materials cast correctly distorted shadows.
- Works independently of the camera orientation.
- The addon procedurally generates parallax nodes to any arbitrary quality for fine-tuned performance and accuracy (also no appending needed).
Example - eight default spheres with shader displacement (no subdivisions!):
If you look closely, you can see the orange selection outline of the sphere’s mesh - the shader is producing the displacement effect ‘inside’ the surface.
The feedback so far has been really positive and thanks to all the supporters, I’ve been able to work on a major new version. This version has been available since February, but haven’t had much time to update the info.
New in Version 0.3:
- Vertex-based parallax mode
- Multiple user support for parallax nodes
- Adjustable node quality
- Offset parameter
- Experimental procedural displacement
- Improved interface
- Bake operations available in object search menu
Vertex Mode - More Info
Vertex-based parallax is the most significant addition to Super Parallax. This new parallax node type uses less memory and is more efficient by using vertex data instead of textures. It also means parallax materials can now be shared across meshes. The increased efficiency produces a higher quality displacement effect, so vertex mode is now enabled by default.
Rec Ninja made this cool comparison video of some materials with and without Super Parallax:
Let me know your thoughts.