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Steep Parallax Mapping

Posted: Tue Jan 30, 2007 1:00 am
by VictorJapi
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.

Posted: Tue Jan 30, 2007 1:06 am
by OnoSendai
It's such a hacky technique.. I would prefer displacement mapping.

Posted: Tue Jan 30, 2007 3:20 am
by VictorJapi
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 :)

Posted: Tue Jan 30, 2007 6:47 am
by Zom-B
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: )

Posted: Tue Jan 30, 2007 4:35 pm
by zsouthboy
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)

Posted: Tue Jan 30, 2007 9:15 pm
by Aardbei
zsouthboy wrote:(To convert your "maps" into tris)
You funny man :shock:

Posted: Tue Jan 30, 2007 9:29 pm
by CTZn
Thats what micropolygons displacement does :)

Posted: Wed Jan 31, 2007 5:43 am
by Aardbei
Yes, but that's something entirely different :)

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