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