Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
1 registered members (TipmyPip), 18,606 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: Amazing Bump/Displacement Demo...can A6 do thi [Re: Dan Silverman] #22122
01/17/04 03:31
01/17/04 03:31
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
Expert
bupaje  Offline
Expert

Joined: Aug 2002
Posts: 2,692
California, USA
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=1

to create 'fake displacement' mapping using the normal map until the real stuff is available?

Anyway sounds interesting.


Find me at: |Stormvisions| Twitter|
Re: Amazing Bump/Displacement Demo...can A6 do this? [Re: Drew] #22123
01/17/04 12:33
01/17/04 12:33
Joined: Aug 2003
Posts: 180
Reactor Core
NeutronBlue Offline
Member
NeutronBlue  Offline
Member

Joined: Aug 2003
Posts: 180
Reactor Core
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..!
Re: Amazing Bump/Displacement Demo...can A6 do this? [Re: NeutronBlue] #22124
01/18/04 02:48
01/18/04 02:48
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
Expert
bupaje  Offline
Expert

Joined: Aug 2002
Posts: 2,692
California, USA
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.


Find me at: |Stormvisions| Twitter|
Re: Amazing Bump/Displacement Demo...can A6 do this? [Re: bupaje] #22125
01/18/04 04:57
01/18/04 04:57
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Hi Burt,

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.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Amazing Bump/Displacement Demo...can A6 do thi [Re: Dan Silverman] #22126
01/18/04 09:17
01/18/04 09:17
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
Senior Developer
qwerty823  Offline
Senior Developer

Joined: Oct 2003
Posts: 1,258
Virginia, USA
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
Re: Amazing Bump/Displacement Demo...can A6 do this? [Re: Dan Silverman] #22127
01/19/04 04:02
01/19/04 04:02
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
Expert
bupaje  Offline
Expert

Joined: Aug 2002
Posts: 2,692
California, USA
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.


Find me at: |Stormvisions| Twitter|
Re: Amazing Bump/Displacement Demo...can A6 do this? [Re: bupaje] #22128
01/19/04 06:29
01/19/04 06:29
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Notice I said "true" displacement mapping. What 3D Studio MAX does is true displacement mapping. As you can see in your version of MAX, you first create a mesh with a lot of detail. Then you apply your displacement map. The result is the mesh is deformed according to the map.

The examples we see here are not showing a mesh being displaced. It is really (if I understand this correctly) a fancy form of "bump mapping" (meaning: the mesh is not altered by the map).


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Page 2 of 2 1 2

Moderated by  Blink, Hummel, Superku 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1