Parallax Mapping
SgtBarlow
Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
<div class="IPBDescription">Looks alright.</div>A YouTube user (Dilophodd) responded to my youtube video asking if the the Rocks use <a href="http://en.wikipedia.org/wiki/Parallax_mapping" target="_blank">Parallax Mapping</a>
I think it looks like a real good second alternative from normal maps to create some good deep details on stuff.
I think it would be ace if this was utilized in a sort of merger with the concept of Decels (Parallax Decels) if that was possible, I belive it is, then we can apply them to any surface in the editor to create the illusion of dents, deep cracks or chunks missing out of concrete and maybe many more unthought ideas.
That Wiki says it was used for F.E.A.R's bullet holes.
I think it looks like a real good second alternative from normal maps to create some good deep details on stuff.
I think it would be ace if this was utilized in a sort of merger with the concept of Decels (Parallax Decels) if that was possible, I belive it is, then we can apply them to any surface in the editor to create the illusion of dents, deep cracks or chunks missing out of concrete and maybe many more unthought ideas.
That Wiki says it was used for F.E.A.R's bullet holes.
Comments
Extra texture processing.
Also, tessellation is the new shizbang. But again, more GPU processing required....
No way! Flipper was a fixed function GPU. It had a fixed, hardware path to do normal mapping and a couple of other neat things but there were no shaders.
Normal mapping(then commonly refered to as either bumpmapping or dot3 bumpmapping), which is what star fox adventure used, is now ubiquitous.
The way maps are built, it could be easy to avoid this from occurring.
This guy has made an application which allows you to see the effects and benefits as well as the downsides of the different algorithms. It's the top one "Detailed Surface Viewer" on the site <a href="http://www.brunoevangelista.com/shaders.html" target="_blank">http://www.brunoevangelista.com/shaders.html</a>
Also here is a site from two guys who work in Iron Lore entertainment (Titan Quest), they are detailing Steep Parallax mapping and have even included code for the shader at the bottom up for use by wanting developers. <a href="http://graphics.cs.brown.edu/games/SteepParallax/" target="_blank">http://graphics.cs.brown.edu/games/SteepParallax/</a>
<img src="http://img43.imageshack.us/img43/7097/yesthatmax.png" border="0" class="linked-image" />
LLLOOOOLLLL :)
Yeah, I thought it was common knowledge by now that Max worked on Titan Quest back in the day. But cool article. Love it when people release tehcnical "this is how we did stuff" to the public.
And we'd be able to add the same kind of worn and torn detail to our maps through parallaxed decals, adding a more refined look without any extra polygons.
They could be quite good on some of the wall textures, to bring out the depth on the metal plates.
Probably still need normals as a fallback though, although you can do heightmap based bumpmaps and that would use the same map as parallax so it might be easier to use that as the fallback if you used parallax.
For rock props though I still don't think they'd be hugely helpful, unless you can use the technique which can apply it to edges too.
Mos notably this document witch contains the shader code etc. <a href="http://fabio.policarpo.nom.br/docs/Multilayer_ReliefMapping_I3D2006.pdf" target="_blank">http://fabio.policarpo.nom.br/docs/Multila...ing_I3D2006.pdf</a>
Now I'm getting a head ache looking at all the math and vector calculations and what not going on there, but someone like Max would surely have a look and say, that's easy peasy, that shader or something like it will definently be in NS2 at some time and point :D
deep bullet holes added to the 'over the top' action,' but i cant personally see it fitting into NS
deep bullet holes added to the 'over the top' action,' but i cant personally see it fitting into NS<!--QuoteEnd--></div><!--QuoteEEnd-->
Still it would look pretty neat if for example the siege cannon shoots through a concrete wall to blast away at it's target, it creates a small parallax mapped impact crater in the concret. Same with the heavy marine weaponry, like grenades chipping out concrete flaskes from the floor and walls (parallaxed decals) beyond the usual scorch markes etc.
So you combine these parallaxed decals depicting chunks of concrete missing with scorch markes and particles and spawned model pieces of concrete, and you've got yourself a damned good looking visual.