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Re: Check This Out - Parallax Mapping [Re: Steempipe] #34801
11/15/04 04:16
11/15/04 04:16
Joined: Oct 2003
Posts: 151
Watseka, Illinois
M3PHiSTOPH3L3S Offline OP
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M3PHiSTOPH3L3S  Offline OP
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Joined: Oct 2003
Posts: 151
Watseka, Illinois
Quote:

So far, I would guess that characters still may look better with just normalmapping. But it all depends on who implements an effect and how they do it.





If the parallax source of yours is similar to mine, it should use a heightmap and dot3 map. I'm sure you could get good effects for characters by only using the heightmap on areas with lotsa variation to the geometries depth (i.e. grooves in armor and such) and just leave the rest to normal mapping. Hope you understand...I cant think of how to say it more clearly.

M3PHiSTO


"you give me the reason, you give me control, i gave you my purity, my purity you stole, did you think i wouldn't recognize this compromise? am i just too stupid to realize?" - Trent Reznor (NiN) Yahoo Messager ID: SHATT3R3DFA1TH
Re: Check This Out - Parallax Mapping [Re: M3PHiSTOPH3L3S] #34802
11/15/04 05:53
11/15/04 05:53
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
It looks so impressive! I've got tears in my eyes! Wo- how!

Re: Check This Out - Parallax Mapping [Re: Pappenheimer] #34803
11/27/04 19:45
11/27/04 19:45
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
In the process of making it more applicable with Matt A's Ultimate Light Shader.

I would like to achieve some consistancy and ease of integration between the 2 shaders.

The lights and level suck, but it is easier to see what is happeneing when things are exaggerated. I am also working out some texcoord things.

There are (2) dynamic lights, kind of red and yellowish. Matt's PP lighting is the wood, the parallax is the stone. They grab lighting from the same sources.






Re: Check This Out - Parallax Mapping [Re: Steempipe] #34804
11/28/04 09:26
11/28/04 09:26
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
I'd love to see this in a demo! Looks very good.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Check This Out - Parallax Mapping [Re: William] #34805
11/28/04 09:28
11/28/04 09:28
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Posts: 1,097
Maryland, USA
Working on getting it to that point, thanks!

Re: Check This Out - Parallax Mapping [Re: Steempipe] #34806
11/28/04 10:09
11/28/04 10:09
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline
Senior Developer
Josh_Arldt  Offline
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Joined: Sep 2004
Posts: 1,214
Austin, Texas
OMG!!!
It's looking very nice Steempipe.
Very nice.
I can't wait for a demo or some code.

Re: Check This Out - Parallax Mapping [Re: Josh_Arldt] #34807
11/28/04 16:49
11/28/04 16:49
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Joined: May 2002
Posts: 2,541
Berlin
I think the code still isnīt published? Wether the soapy nor the sharp


:L
Re: Check This Out - Parallax Mapping [Re: EX Citer] #34808
12/05/04 06:28
12/05/04 06:28
Joined: Oct 2003
Posts: 151
Watseka, Illinois
M3PHiSTOPH3L3S Offline OP
Member
M3PHiSTOPH3L3S  Offline OP
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Joined: Oct 2003
Posts: 151
Watseka, Illinois
@Steempipe: When you get this implemented all the way you might also try converting it from parallax to relief mapping since parallax mapping only offsets coordinates by an approximation(the reason why deformations happen at strange view angles) while relief mapping offsets coordinates properly. This would yield much more accurate results. I'll do a search for the whitepaper for relief mapping and post it incase you or anyone else is interested.

[EDiT] There is an implementation for OGL at cgshaders.org, but it comes with a PDF that explaines the formulas used which could be useful for porting to DirectX 9c. Unfortunatley you'll have to download the source and all to get the PDF. Anyways its here: http://cgshaders.org/contest/#reliefmapping


M3PHiSTO

Last edited by M3PHiSTOPH3L3S; 12/05/04 06:43.
Re: Check This Out - Parallax Mapping [Re: M3PHiSTOPH3L3S] #34809
12/05/04 06:56
12/05/04 06:56
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
M3PHiSTOPH3L3S: Good info.. thanks! BTW: Are you still working this stuff out??

Re: Check This Out - Parallax Mapping [Re: Steempipe] #34810
12/05/04 07:04
12/05/04 07:04
Joined: Oct 2003
Posts: 151
Watseka, Illinois
M3PHiSTOPH3L3S Offline OP
Member
M3PHiSTOPH3L3S  Offline OP
Member

Joined: Oct 2003
Posts: 151
Watseka, Illinois
Since I tried getting it to work the first time, I have reinstalled windows and have been moving recently, but I did start messing with it again. I'm thinking of scrapping my code and starting from scratch again. Maybe even try the relief mapping instead. LOL converting hlsl has been a pain compared to converting asm, but I finally bit the bullet and started reading some tutorials on writing shaders. Still seems greek to me though.

M3PHiSTO


"you give me the reason, you give me control, i gave you my purity, my purity you stole, did you think i wouldn't recognize this compromise? am i just too stupid to realize?" - Trent Reznor (NiN) Yahoo Messager ID: SHATT3R3DFA1TH
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