Parallax occlusion mapping on brushes (test version)

Discussion in 'Mapping' started by MOOtant, Apr 25, 2010.

  1. MOOtant

    MOOtant Member

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    http://empires.theowningone.info/shader/v_0_3.zip

    [​IMG]

    It's for mappers to play around with it. Heightmap has to be in alpha channel. No shader params will work except those in attached .vmt. And yes I know that this screenshots doesn't make a good impression. It's just tech demo.
     
  2. blizzerd

    blizzerd Member

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    nice... although ofc if ever really implemented everywhere it could use some less intencity


    like... its like the alps in there...
     
  3. Metal Smith

    Metal Smith Member

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    I think the pebble texture is really involved, making it less likable, but something like the cracks in cement would look good with this.
     
  4. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Very nice.
     
  5. Varbles

    Varbles Simply Maptastic. Staff Member

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    That is amazing but man I'm gonna have to use more brick walls
     
  6. LordDz

    LordDz Capitan Rainbow Flowers

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    Would be pretty cool to see this effect on water?
     
  7. MOOtant

    MOOtant Member

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    Yes, water can be done with it to achieve "3d" look without manipulating vertices. That requires writing new water shader.
     
  8. Emp_Recruit

    Emp_Recruit Member

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    rofl@people who didn't like particles :)

    sexy

    want on tanks

    possible?
     
  9. Demented

    Demented Member

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    It's more of an experiment. Given the performance hit, it couldn't be used in-game without some sort of fallback, such as disabling parallax for anyone who sets shader quality below High.

    The parallax shader works in Hammer. O.o
    (In the basic textured modes, at least.)

    Has VertexLitParallax been updated any?
     
  10. Metal Smith

    Metal Smith Member

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    Q: When reading the valve wiki on the parallax mapping, it says it only takes a heightmap. Is this a gray scale heightmap in combination with a normal map to create the depth as well?
     
  11. MOOtant

    MOOtant Member

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    The fallback would be plain old LightmappedGeneric with bumpmapping. It's already set that way if you have dxlevel lower than 95. I will add cvar similar to map_bumpmap later.

    VertexLitParallax is included in the package and should work.

    I can modify parallax shader to generate normal map based on the heightmap but it's better to use explicit normal map specified by $bumpmap so that fallback shader can use it.

    Textures that were used for picture in 1st post:

    basetexture:
    [​IMG]

    height map (A channel in $heightmap)
    [​IMG]

    normal map (RGB channel in $bumpmap)
    [​IMG]
     
    Last edited: Apr 26, 2010
  12. CyberKiller

    CyberKiller Nyooks!

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    Looks awesome! I wonder what the performance hit would be though.
    From looking at the screenshot in the OP the height map on the example texture is a little extreme though.
     
    Last edited: Apr 27, 2010
  13. DrummerX

    DrummerX Empires Tyrant

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    Its just a demo
     
  14. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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  15. -Mayama-

    -Mayama- MANLY MAN BITCH

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    About half your fps.
    Well you dont have to put it on everything, its not nesesarry on blocky tank
    models and props but its amazing for enviromental textures, like concrete,
    grass etc.
     
  16. @@@@kenji@@@@

    @@@@kenji@@@@ Member

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    Naice I Like It Alot! ^^
     
  17. communism

    communism poof

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    oh shit im glad i kept my 3d glasses from avatar
     
  18. DrummerX

    DrummerX Empires Tyrant

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    ummm last i checked, AVATAR didn't use the RED/BLUE 3d, sooooo how would those glasses work......?
     
  19. Emp_Recruit

    Emp_Recruit Member

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  20. communism

    communism poof

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    i dunno how they make 3d either
    but i got glasses that make it happen
     

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