[Bf-funboard] Steep Parallax Mapping

Knapp magick.crow at gmail.com
Sun Mar 25 08:19:40 CEST 2012


>> I'm talking about "Steep Parallax Mapping" or "Relief Mapping" whichever
>> term is preferred. (I am sorry if there are any differences in the
>> implementation which I'm missing here)
>>
>> Displacing in Blender currently is a pain if you are attempting to add
>> surface detail to low-poly meshes or in general meshes which contain
>> triangle faces or wherever the poly count allocation is not even. Besides
>> this you're increasing the render time for a not satisfying result.
>> Since development engines like the UDK or Unity and nearly every modern
>> game (as far as a realistic design is attempted) already supports this
>> feature.
>>
>> here is the project I'm mainly referring to:
>> http://blenderartists.org/forum/showthread.php?156062-Relief-Mapping

How is this different than displacement mapping and more to the point
normal mapping?

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