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Parallax mapping and Source


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#1 Darkside

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Posted 09 September 2005 - 03:49 PM

http://developer.val...g_Parallax_Maps

QUOTE
WARNING:  The parallax mapping feature is currently unavailable in the Source / Half-Life 2 Engine. While it will not cause issues if implemented, you will not notice any results.


Once they make it so you can use parallax maps, OMG. For those of you who don't know what parallax mapping is, it's like bump mapping but way better.

http://www.moelhave....6_June_2004.png
http://www.moelhave...._2004_shot2.png
user posted image

All those are flat walls with a single parallax mapped texture applied to them. I think UE3 will support it.

#2 Brent

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Posted 09 September 2005 - 04:15 PM

any details on the mechanism by which it works
Ya, rly.

#3 Darkside

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Posted 09 September 2005 - 04:19 PM

Not really. I'm sure there out there though. I think it has more to do with viewing angle than light.

http://pages.pomona....s/parallax1.jpg

Apparently it's not perfect though.

http://www.brandonfu...index.php?cat=2

Some info further down that page, looks like a little demo of it too.
QUOTE
Here’s the lowdown, bump/normal mapping looks good, but still seems flat. It looks like this because it changes the normal perpixel so you get varying lighting, but you dont get what’s called “parallax”. Parallax is a huge visual cue for depth, so bump mapping just aint good enough. When doing parallax mapping you attempt to offset texture coords on a perpixel basis to simulate the parallax effect based on the users perspective.

Edited by Darkside, 09 September 2005 - 04:23 PM.


#4 polyguns

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Posted 09 September 2005 - 05:11 PM

haha, farcry has had it forever tongue.gif


paralax is like badass bump maps
user posted image

#5 Brent

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Posted 09 September 2005 - 06:16 PM

QUOTE(polyguns @ Sep 9 2005, 01:11 PM)
paralax is like badass bump maps

Yes thanks for that contribution.

Alright I understand it now. Take a pencil, point it at your eye, and jab very quickly. I mean Take a pencil, point it at your eye, and move your head left and right.

Parallax mapping takes that pixel you see on the far left of the pencil when it was pointing at you and stretches it as you turn left and right to simulate that angle change.
Ya, rly.

#6 polyguns

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Posted 09 September 2005 - 06:37 PM

my bad, he said bump, i meant to say normal mapping, woot
user posted image

#7 Darkside

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Posted 09 September 2005 - 08:09 PM

Wtf I didn't see any parallax in Farcry?

#8 BLACK^WOLF

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Posted 09 September 2005 - 08:55 PM

yes you did.

it was in the hl2 beta

#9 Darkside

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Posted 09 September 2005 - 08:57 PM

How parallax mapping in farcry in the hl2 beta? And I don't remember seeing any shots of it in HL2. I'm sure those sites with beta info would have included it.

#10 BLACK^WOLF

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Posted 09 September 2005 - 09:00 PM

it was in the E3 2003 movie, it was like the first thing you saw,
at the beginning of this section:
user posted image
infact, those walls are paralex mapped

Edited by BLACK^WOLF, 09 September 2005 - 09:00 PM.


#11 Darkside

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Posted 09 September 2005 - 09:01 PM

As I recall gabe said "individually bump mapped sbdivision surfaces".

#12 Brent

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Posted 09 September 2005 - 10:15 PM

go home blackwolf
Ya, rly.

#13 Darkside

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Posted 09 September 2005 - 10:50 PM

Think maybe they've added in parallax with Lost Coast? Mabybe it's one of the graphical upgrades in addition to HDR.

#14 chuckybob

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Posted 09 September 2005 - 11:08 PM

i kind of doubt well see it in source any time soon, what with the backlog of valve projects and the extremely complex coding it requires.
QUOTE(polyguns @ Dec 19 2005, 08:47 PM)
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#15 Darkside

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Posted 09 September 2005 - 11:11 PM

You know what though. I vaguely remember once some guy talking about how he got to see a bunch of lost coast. And he said like in some places there were like rock walls that looked like they were made of individual models. So if i'm remembering that right, then maybe they already have it. But don't quote me on it.




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