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Re: Displacement Map Creator
[Re: xoNoid]
#75147
05/22/06 21:07
05/22/06 21:07
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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What is a Displacement map? How is it used? Why is it used? Why should one use it?
(Not trying to be an a.s.s., just curious...)
xXxGuitar511 - Programmer
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Re: Displacement Map Creator
[Re: BoH_Havoc]
#75151
05/23/06 01:57
05/23/06 01:57
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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If only normal maps were easy to make.... damn.
Ok, thankz for the info.
How much damage did that rendering do?
xXxGuitar511 - Programmer
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Re: Displacement Map Creator
[Re: xXxGuitar511]
#75152
05/23/06 02:56
05/23/06 02:56
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Joined: May 2005
Posts: 83 Texas
mocosgames
Junior Member
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Junior Member
Joined: May 2005
Posts: 83
Texas
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They are easy to make. You can make a high poly model and create a normal map with a program like this one: http://www.santyesprogramadorynografista.net/projects.aspx without doing all that stuff with photographs (this also creates a displacement map in the alpha channel of the normal map)
Last edited by mocosgames; 05/23/06 03:01.
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Re: Displacement Map Creator
[Re: capanno]
#75154
05/23/06 14:43
05/23/06 14:43
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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Normal mapping just alters the normals of the surface. Parallax mapping offsets the textures so they appear 3D. Displacement mapping actually changes the surface geometry, and can be done using shader model 3.
Parallax mapping is generally used in conjunction with normal mapping.
Parallax mapping doesnt do any lighting at all, but it does offset the texture according to the heightmap and the view angle, creating the illusion of actual 3D bumps. Normal mapping alone will always look 2d , especially from an angle or when the camera is moving.
Parallax mapping solves the flat-look problem, but also introduces new problems, like texture distortion and still doesnt look correct from acute angles.
An improved solution can be found among a group of similar effects i will call relief mapping.
Normal relief maping however, is very slow, and still not accurate. The best solution i have seen so far is called cone-step mapping. I may implement this into the next Sphere update.
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