[Bf-committers] Eeshlo's parallax mapping patch

Chris Burt desoto at blender.spaceisbig.com
Thu Dec 16 04:41:42 CET 2004


I was bugging ton about this while he was doing the normal mapping work! 
In fact this is reason why he did "warp" at all. Thankyou Martin! 
Thankyou Eeshlo! I'm gonna give this a shot definitely.

Chris

Martin Poirier wrote:
> Hey guys!
> 
> Eeshlo just sent me his parallax mapping patch so that
> I can host it and drop it in here, so here goes:
> 
> http://www.clubinfo.bdeb.qc.ca/~theeth/Temp/eeshlo_prlxpatch.zip
> 
> And his explanations:
> 
> --------------
> 
> Here is the patch, you post it on the mailing list if
> you want to, I won't have the time, and then maybe it
> can just about make it for the next release. The patch
> itself is very very simple, only 6 lines of actual
> code. It replaces the current 'warp' code.
> As I said in the thread, I experimented with this when
> it was first posted on the OGL forums a year ago, but
> to me it didn't seem to be all that useful. But for
> some reason I keep misjudging what others might find
> useful, so I thought I might as well submit the patch
> now since it came up several times now recently.
> The blendfile is also very simple, it is just a plane
> using the 'rockwall' textures from the original demo,
> the effect can be subtle, but if you do a comparison
> render using the j-key to swap buffers, one without
> and one with warping, you will see that the bricks
> 'jump out' of the texture. It is most obvious when
> animated, it is setup for a short 150 frame rotation
> of the plane. Even when disabling the normalmap you
> will see that you can still 'look around' the bricks
> in the texture when animated.
> If you render and compare it with Ton's warp code, you
> will see that it is quite different, in which case you
> will have to set the warp factor a lot lower to get
> something similar, around 0.025 or ever lower, and
> also without the parallax effect.
> The order of the textures is important, which is
> another reason why I included the blendfile.
> The reason I thought it was not all that useful, is
> that it doesn't work for all cases, smooth
> height/normalmaps like the ones from the original
> demo, work best. It is definitly not a replacement for
> real displacement mapping, it is only a very rough
> approximation.
> 
> ----------------------
> 
> So hopefully someone will look at this attentively
> (pokes Ton).
> 
> regards,
> Martin
> 
> 
> 		
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