Guidelines for authoring POM materials are here: (pages 59-63) http://developer.amd.com/media/gpu_assets/GDC06-Tatarchuk-Parallax_Occlusion_Mapping.pdf Example of POM use:
Oh, cool. I have some experience with using parallax shaders (from Garfield, some guy on HL2World) for the EP1 engine. Implementations in-game usually yielded very nice results. I'll be playing around with this when I'm at home. Nice work, moo
This works on a 7200GS. (It has 2 pixel shaders and less memory bandwidth than a slide rule, but hey, at least it's compatible with SM3.0, so I can enjoy parallax mapping at a marvelous 3 fps.) Too bad a lot of textures have a specular map as their alpha channel. It's nothing close to a heightmap.
I don't have any idea what you're talking about. Did you confuse parallax occlusion mapping with $ssbump? Heightmap is needed for every implementation of parallax occlusion mapping. My implementation uses normal from RGB instead of computing it dynamically.
Wait yeah hang on I thought this was the ssbump thread. Stupid art forum and its thread count greater than one.
I meant that none of the in-game textures have a height map available (that I could see), only the sample textures do. Edit: Because I couldn't resist tinkering, I tried giving the health crate's medical goodies some depth.
Set details to very high when making screenshots. Max image size on forums is too small and you should upload images to a site like imageshack and link it from here.
Bah, I know perfectly well how to make decent screenshots. I'm not here to make high quality images of release-quality art as part of a promo, I'm just testing the waters of what's possible and posting just enough of an image to see something if you're willing to squint at a little. But since you've bugged me, here's what it looks like when a 7200GS is rendering at about 0.8 fps*: *Fun fact: 0.8 fps is 1,250 milliseconds per frame, or about 75 times as slow as what you'd need to get 60fps.
I toyed around with the heightmaps, looking for a good example of what parallax mapping is capable of. I was lazy and just cooked up a quick heightmap for one of the BE boxes: without: with:
Cause its to deep, POM works best if you dont try to fake geometry but when you use it to enhance existing geometry especially on organic forms.
The green, blue and red corners will look ugly, means unrealistic with pom so you should consider to make detail on models that doesnt line up with the edges of the model geometry.
Yes parallax mapping can't modify the edges of geometry, there's a technology called relief mapping which can, but I don't even think it's being used in renderers let alone games.
Yes Mayama you're awesome. You found a glitch and now according to you and especially Chris whole technique is useless. Parallax occlusion mapping can be modified to show edges correctly. Now shut up and make some models/materials.