[Bf-funboard] Steep Parallax Mapping

Knapp magick.crow at gmail.com
Sun Mar 25 19:07:18 CEST 2012


On Sun, Mar 25, 2012 at 5:40 PM, Julio Iglesias <j at zafio.com> wrote:
> With Relief Mapping you got all the benefits of using Displacement mapping,
> but... you don't need to add extra geometry :)

That would make things like stones way less expensive!

> As for normal mapping, just take a look at Martinsh's relief mapping
> screenshots... if you ever worked with normal maps you will see it is
> impossible to achieve that with normal mapping alone.

I saw it. So is then just a fancy and better replacement for normal
mapping? Or do you use it in addition too and why?


> On Sun, Mar 25, 2012 at 8:19 AM, Knapp <magick.crow at gmail.com> wrote:
>
>> >> 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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