http://graphics.cs.brown.edu/games/Stee ... index.html
Could indigo use this? (of course not in RT like the main porpouse of this shader)
I think that would be not much slower than bump and the result.... errr...
I have implemented a simply Parallax Mapping (not Steep one, since it needs PS 3.0) in realtime and i could provide you some documentation if you need , but is so easy to find.
Steep Parallax Mapping
- VictorJapi
- Posts: 58
- Joined: Sun Jan 21, 2007 1:27 am
- Location: Zamora - Algeciras || España
Steep Parallax Mapping
winmain(){
japi victorJapi;
victorJapi::Signature();
}
japi victorJapi;
victorJapi::Signature();
}
- VictorJapi
- Posts: 58
- Joined: Sun Jan 21, 2007 1:27 am
- Location: Zamora - Algeciras || España
and what about relief mapping?
http://www.inf.ufrgs.br/%7Eoliveira/RTM.html
http://fabio.policarpo.nom.br/relief/index.htm
it works now for scanline and vray
http://www.inf.ufrgs.br/%7Eoliveira/RTM.html
http://fabio.policarpo.nom.br/relief/index.htm
it works now for scanline and vray

winmain(){
japi victorJapi;
victorJapi::Signature();
}
japi victorJapi;
victorJapi::Signature();
}
VictorJapi wrote:and what about relief mapping?
http://www.inf.ufrgs.br/%7Eoliveira/RTM.html
http://fabio.policarpo.nom.br/relief/index.htm
it works now for scanline and vray
Wooo-hooo

The Demos are rocking so hard!!!!1!
And a Max Plugin for each technology (me a poor c4d user... nobody loves us

polygonmanufaktur.de
Thats what micropolygons displacement does 

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