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idea #493: Parallax Mapping



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Written by Mngzkhuel the 11 Nov 08 at 19:10. Category: Material System. Status: New
Description
Blender has Normal Mapping. Why not have Parallax or even Parallax Occlusion Mapping? With shadows and some AO. If you look at a Bump texture only lit by the AO you don´t see any roughness. This is only visible with specularity or directional light. So AO for Bump maps would help.
Also Shadow would be visible.

Like this:
http://www.crysis-online.com/images/news/CryEngine2/crytek_parallax_occlusion_m apping_enhanced.jpg
http://graphics.cs.brown.edu/games/SteepParallax/compare.jpg

I don´t think i have to explain why Parallax Mapping would look better.


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Comments
scrag_10 wrote on the 6 Jun 08 at 23:59
Agreed. I have been reading up on it a lot lately, and there are some really cool things that can be done with it.
for example: The stairs in the video game Mass Effect are parallax maps.

Demo:
http://www.youtube.com/watch?v=UeF-kCr_vyo

in use:
http://www.youtube.com/watch?v=kKHbtxmybmc&feature=related

Handoko wrote on the 17 Aug 08 at 10:44
They look great!

What are the differences compare to normal mapping? (I know it looks better). Could it be a advanced mode of normal mapping?

Anyway, I like it.

Mngzkhuel wrote on the 18 Aug 08 at 07:56
Bump Mapping uses a greyscale-image. The brighter the higher the pixel - virtually. this gives a kind of stepped effect:

http://lonesock.net/images/Heightmap.jpg (this is not bump mapping, it is 3d, but you can see the shading style)

Do you see the differences in height, like stairs?
Bump Mapping simulates such shading, but on a flat surface.

Normal (Bump) Mapping uses a colored "normal map". The colors represent directions of the virtual normals of the surface. This way it looks smoother:

http://www.bencloward.com/images/texturecompression.jpg

Parallax (Bump) Mapping (also called virtual displacement mapping) has one big differenze, it kind of squashes or expands the pixels, so it seems perspective:

http://gallery.silgrad.com/albums/userpics/raziel014_parallax_map.jpg


Parallax Occlusion Mapping uses perspective occlusion, and even shadowing, virtually:

http://members.gamedev.net/JasonZ/Parallax/mited_parallax_occlusion_mapping_pla nes_100001.jpg

http://lh5.ggpht.com/_Hl0TpxCHdBU/SAYs0mDMLLI/AAAAAAAAAN8/EYNc-VaYTBA/POM.JPG

Everything´s just flat :O


hope you understood :P

oranj wrote on the 25 Oct 08 at 05:07
Great idea!!

christiani_if wrote on the 3 Nov 08 at 11:55
Parallax Mapping is already useable by downloading a certain script, but it would be Gr8 to be integrated.
Link with Parallax mapping(it's a blend file, scroll to download):
http://blender-archi.tuxfamily.org/Easy_use_of_GLSL_shaders_in_game_engine


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