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Re: Amazing Bump/Displacement Demo...can A6 do thi
[Re: Dan Silverman]
#22122
01/17/04 03:31
01/17/04 03:31
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Joined: Aug 2002
Posts: 2,692 California, USA
bupaje
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From what I've read it sounds like one of the benefits of displacement mapping is that it can be used as a sort of LOD. You can fill your scene with low complexity models and geometry and increase the complexity of these items as you draw near them by displacing them. One thing I wonder since you are limited until the DX9 functionality is added is if it might be possible to use the terrain deformation being discussed here http://www.conitecserver.com/ubbthreads/showflat.php?Cat=&Number=335660&page=0&view=collapsed&sb=5&o=186&fpart=1to create 'fake displacement' mapping using the normal map until the real stuff is available? Anyway sounds interesting.
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Re: Amazing Bump/Displacement Demo...can A6 do this?
[Re: Drew]
#22123
01/17/04 12:33
01/17/04 12:33
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Joined: Aug 2003
Posts: 180 Reactor Core
NeutronBlue
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Wow! It would really look exquisite, if the left edge of the column were jagged, like real brick, instead of a straight line. - - Ello, Taken in context of your sentence, I can translate "baff" into 3 possible English words: Dumbfounded, Stupified, Flabberghasted. Seeing that screenie, all 3 hit me at the same time  -Neut.
Dreaming ain't Doing..! <sigh> Darn semicolons - I always manage to miss at least 1..!
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Re: Amazing Bump/Displacement Demo...can A6 do this?
[Re: NeutronBlue]
#22124
01/18/04 02:48
01/18/04 02:48
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Joined: Aug 2002
Posts: 2,692 California, USA
bupaje
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Quote:
It would really look exquisite, if the left edge of the column were jagged, like real brick, instead of a straight line.
Actually thats the main difference between this and bump mapping. If viewed in profile you would actually see jagged edges as the surface is actually displaced unlike bump mapping.
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Re: Amazing Bump/Displacement Demo...can A6 do thi
[Re: Dan Silverman]
#22126
01/18/04 09:17
01/18/04 09:17
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Joined: Oct 2003
Posts: 1,258 Virginia, USA
qwerty823
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Hmm, this made me start thinking. What if there was a shader that could use the normal map and the triangle normal to detect where the edges were ( think toon shaders that outilne the object), and use that to calculate an alpha. That way the edges wouldnt appear straight since some would have full transparency, and would allow objects behind to show through on the edges.
Any thoughts?
Never argue with an idiot. They drag you down to their level then beat you with experience
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Re: Amazing Bump/Displacement Demo...can A6 do this?
[Re: Dan Silverman]
#22127
01/19/04 04:02
01/19/04 04:02
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Joined: Aug 2002
Posts: 2,692 California, USA
bupaje
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Quote:
Actually, neither bump mapping or this shader stuff displaces the mesh at all. It is a lighting trick and nothing more. So both would have be smooth when viewed on edge. What you need is true displacement mapping and a very dense mesh. The displacement map would reposition vertices based on intensity of light/dark in the texture or displacement map. The more dense the mesh, the more detail.
Really? Boy I'm getting confused by overlapping terms then. I was playing with the displacement map in 3DS Max and I believe that actually displaced the mesh. I also was reading an article on DX9 that hinted at the ability to dynamically displace the mesh in a sort of LOD scheme that I mentioned so guess I'm confused -my normal state of existence.
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