Steep Parallax Mapping

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VictorJapi
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Steep Parallax Mapping

Post by VictorJapi » Tue Jan 30, 2007 1:00 am

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.
winmain(){
japi victorJapi;
victorJapi::Signature();
}

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OnoSendai
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Post by OnoSendai » Tue Jan 30, 2007 1:06 am

It's such a hacky technique.. I would prefer displacement mapping.

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VictorJapi
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Post by VictorJapi » Tue Jan 30, 2007 3:20 am

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 :)
winmain(){
japi victorJapi;
victorJapi::Signature();
}

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Zom-B
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Post by Zom-B » Tue Jan 30, 2007 6:47 am

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 :shock:

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

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zsouthboy
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Post by zsouthboy » Tue Jan 30, 2007 4:35 pm

Both of those methods are useless for something like Indigo.

Instead, if for some reason you insist to model in this way, ask your 3D program vendor for it. (To convert your "maps" into tris)

Aardbei
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Post by Aardbei » Tue Jan 30, 2007 9:15 pm

zsouthboy wrote:(To convert your "maps" into tris)
You funny man :shock:

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CTZn
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Post by CTZn » Tue Jan 30, 2007 9:29 pm

Thats what micropolygons displacement does :)

Aardbei
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Post by Aardbei » Wed Jan 31, 2007 5:43 am

Yes, but that's something entirely different :)

(and definitely something I'd like to see in Indigo :oops: :P )

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