Parallax occlusion mapping (version 0.1)

Discussion in 'Art' started by MOOtant, Aug 7, 2009.

  1. MOOtant

    MOOtant Member

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    Last edited: Aug 9, 2009
  2. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    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 :)
     
  3. Demented

    Demented Member

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    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.
     
  4. MOOtant

    MOOtant Member

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    Specular and height maps can be separated.
     
  5. Chris0132'

    Chris0132' Developer

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    -disregard, fellatio etc-
     
    Last edited: Aug 23, 2009
  6. MOOtant

    MOOtant Member

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    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.
     
  7. Chris0132'

    Chris0132' Developer

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    Wait yeah hang on I thought this was the ssbump thread.

    Stupid art forum and its thread count greater than one.
     
  8. Demented

    Demented Member

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    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.
     

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    Last edited: Aug 24, 2009
  9. Chris0132'

    Chris0132' Developer

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    Lost coast comes with a few.
     
  10. MOOtant

    MOOtant Member

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    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.
     
  11. Demented

    Demented Member

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    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*:
    [​IMG]

    *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.
     
  12. Omneh

    Omneh Member

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    Mhmmmm... delicious ammoz (ammoz meaning both health and ammo)
     
  13. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    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:
    [​IMG]

    with:
    [​IMG]
     
  14. Metal Smith

    Metal Smith Member

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    hrmmm. there is a small bit of difference from what I can tell.... XD
     
  15. Empty

    Empty Member

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    Looks pretty ugly.
     
  16. -Mayama-

    -Mayama- MANLY MAN BITCH

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    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.
     
  17. MOOtant

    MOOtant Member

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    There's nothing wrong with faking geometry as long as you do it right.
     
  18. -Mayama-

    -Mayama- MANLY MAN BITCH

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    [​IMG]

    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.
     
    Last edited: Aug 29, 2009
  19. Chris0132'

    Chris0132' Developer

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    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.
     
  20. MOOtant

    MOOtant Member

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    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.
     

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