Parallax occlusion mapping (version 0.1)

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

  1. w00kie

    w00kie Mustachioed Mexican

    Messages:
    3,863
    Likes Received:
    13
    Trophy Points:
    0
    it is, shall I translate the pictures for ya?
     
  2. Demented

    Demented Member

    Messages:
    2,337
    Likes Received:
    0
    Trophy Points:
    0
    So for some reason, the urban_acbox1 model doesn't like my parallax map. On the presumption that it's something wrong with my methods and not the model, the .vmt and normal/heightmap are included.

    Actually, it's a small version of the normal/heightmap (so it fits in the .zip filesize restriction), but it has the same problem.
     

    Attached Files:

  3. MOOtant

    MOOtant Member

    Messages:
    4,047
    Likes Received:
    0
    Trophy Points:
    0
    I don't see anything wrong with it. Change format to DXT5 or even R8G8B8A8 for testing.

    To avoid file restrictions use dropbox or something like it.
     
  4. Demented

    Demented Member

    Messages:
    2,337
    Likes Received:
    0
    Trophy Points:
    0
  5. MOOtant

    MOOtant Member

    Messages:
    4,047
    Likes Received:
    0
    Trophy Points:
    0
    You should have showed me that earlier. It's because this geometry that you have here has wrong normals and tangents. Fix smoothing groups on it.

    Each face should have same smoothing group, different faces cannot have the same smoothing group. Make sure texture U/V direction changes properly (Hammer calls it "scale").

    If it's a model (I don't remember) then you have to fix it in 3ds/maya.
     
  6. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    afaik its a model ...
     
  7. Demented

    Demented Member

    Messages:
    2,337
    Likes Received:
    0
    Trophy Points:
    0
    Well, that answers that. Thanks Mootant.

    Yes, flasche, it's a model. I'd imagine the other models it's related to are similarly foul. They're simple enough that it's probably easier to replace them... That one in particular is just a cuboid.
     
  8. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    just make it a brush, there is no need to have that thing be a prop ^^
     
  9. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    if you can make it a model, make it a model
     
  10. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    i could make an entire map a model? u sure i should? :P

    no on a more serious note, why should he? what is the gain?
     
  11. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    models are cheaper on hardware, and can be made far more prettier then brushes can
     
  12. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    propper can handle a square box no problem if you know how to use it :o
     
  13. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    but you looked at the picture right? i doubt that a simple textured brush-box is more taxing on hardware then a model. also this wont look nicer in any way as model, if anything it will look better lit as brush ...
     
  14. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    tbh that box could easily be made a funk_detail and look far nicer as a brush then as a model

    you could even perhaps get phar mapping to work on the brush
     
  15. MOOtant

    MOOtant Member

    Messages:
    4,047
    Likes Received:
    0
    Trophy Points:
    0
    Blizzerd stop fucking trolling.

    Parallax occlusion mapping works on models and brushes. When you have a box all its faces mustn't share normals/tangents in edges.

    There's no big difference between model and brush in case of this simple prop. As a brush it'd be saved in geometry in a leaf. As static prop it'd be saved as a model added to static prop manager.
     
    Last edited: Dec 10, 2010
  16. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    uhm havnt i posted in this thread? Oo

    anyway, i repeat my question, will it work on disps too? (where it should add a lot to visual quality if i get that right)
     
  17. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    Displacements usually use a different shader so probably not if you mean the kind of displacement that can have two textures on it, unless mootant incorporated worldvertextransition (think that's disp blend shader?) functionality into parallaxmappedgeneric or whatever his POM version of lightmappedgeneric is.

    I have no idea how you would actually blend parallax maps together though, I suppose seeing as it's just a heightmap you could just blend the grayscales together, might work, don't know if the technique itself makes it more complex than that though.

    If he could incorporate blending of parallax maps however, you could theoretically expand that to POM overlays and decals which you could slap onto anything to add parallax mapped dents and things into surfaces.
     
    Last edited: Dec 10, 2010
  18. MOOtant

    MOOtant Member

    Messages:
    4,047
    Likes Received:
    0
    Trophy Points:
    0
    Displacements use the same shader (LightmappedGeneric, WVT is just an alias). But yes, blending 2 heightmaps together hasn't been added yet.

    Parallax mapping + decals is a bit hairy. It'd have to match the heightmap on which it was placed.
     
  19. Demented

    Demented Member

    Messages:
    2,337
    Likes Received:
    0
    Trophy Points:
    0
    Does that mean texture blending already works with LightmappedParallax, just not heightmap blending? I'm eager to try that out. Though, grassy terrain textures would probably benefit more from coverage by detail props than by pom.

    Any expections for specular or translucency?
     
  20. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    If you can't blend heightmaps you can't blend parallax effects, which means either parallax maps won't work or the texture will act really weird at the blend edges.
     

Share This Page