dreamhead Posted March 23, 2010 Share Posted March 23, 2010 is there a shader for leadwerks that does displacement mapping,so yes how do i add in the mat file? thx in advance Quote the real world is in my head CPU-Intel® Core2 Quad CPU Q6600 @ 2.40GHz CPU Speed 2.40 GHz RAM 3.5 GB OS Microsoft Windows XP Professional (Build Service Pack 32600) Video Card GeForce 8800 GT Video Card Features- *Video RAM 512.0 MB Video RAM 256 MB 512.0 MB Hardware T&L Yes Pixel Shader version 3.0 Vertex Shader version 3.0 using:leadwerks2.3,2 [ Link to comment Share on other sites More sharing options...
Canardia Posted March 23, 2010 Share Posted March 23, 2010 I've seen PoM and Parallax shaders in LE, not sure how to use them or how to make textures for them. I believe both are special versions of a displacement shader. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
dreamhead Posted March 23, 2010 Author Share Posted March 23, 2010 i have used the Parallax shaders,but get a real wierd result it was like the shadow was moving with my camera of my objecht Mat file texture0="abstract::BrickRound_D.dds" texture1="abstract::BrickRound_Disp.dds" shader="abstract::mesh_diffuse_bumpmap_parallax.vert","abstract::mesh_diffuse_bumpmap_parallax.frag" shadowshader="abstract::mesh_shadow.vert" Quote the real world is in my head CPU-Intel® Core2 Quad CPU Q6600 @ 2.40GHz CPU Speed 2.40 GHz RAM 3.5 GB OS Microsoft Windows XP Professional (Build Service Pack 32600) Video Card GeForce 8800 GT Video Card Features- *Video RAM 512.0 MB Video RAM 256 MB 512.0 MB Hardware T&L Yes Pixel Shader version 3.0 Vertex Shader version 3.0 using:leadwerks2.3,2 [ Link to comment Share on other sites More sharing options...
Canardia Posted March 23, 2010 Share Posted March 23, 2010 You might have had the Y axis upside down in the texture. In LE you need to invert the green color, since most programs do it upside down. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
macklebee Posted March 23, 2010 Share Posted March 23, 2010 try using this and see if you get better results: texture0="abstract::BrickRound_D.dds" clamp0=0,0,0 texture1="abstract::BrickRound_Disp.dds" clamp1=0,0,0 blend=0 depthmask=1 depthtest=1 overlay=0 zsort=0 cullface=1 castshadows=1 specular=0.100000001 bumpscale=1.00000000 gloss=0.100000001 shader="abstract::mesh_diffuse_bumpmap_parallax.vert","abstract::mesh_diffuse_bumpmap_specular_pom.frag" shadowshader="abstract::mesh_shadow.vert","" Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
BrokenPillar Posted March 23, 2010 Share Posted March 23, 2010 I think you have to save the parallax map into the alpha of the diffuse texture if you are using the "mesh_diffuse_bumpmap_specular_pom.frag" shader that Macklebee posted. If you are using the "mesh_diffuse_bumpmap_parallax.frag" shader you originally had you need a normal map assigned to texture1, and your displacement map would need to be assigned to texture2 in your mat file, like this: texture0="abstract::BrickRound_D.dds" texture1="abstract::BrickRound_Dot3.dds" texture2="abstract::BrickRound_Disp.dds" shader="abstract::mesh_diffuse_bumpmap_parallax.vert","abstract::mesh_diffuse_bumpmap_parallax.frag" shadowshader="abstract::mesh_shadow.vert" I think the code you had posted was trying to use BrickRound_Disp.dds for normal information, and then didn't have a height map to use for the parallax effect. Quote Vista | AMD Dual Core 2.49 GHz | 4GB RAM | nVidia GeForce 8800GTX 768MB Online Portfolio | www.brianmcnett.com Link to comment Share on other sites More sharing options...
BrokenPillar Posted March 23, 2010 Share Posted March 23, 2010 Along the same lines of this topic, does anyone know if there is a way to add parallax maps to terrain textures, or how to modify the terrain shaders to allow for them? This would be nice since many terrain materials are typically the kind that benefit the most from parallax occlusion. You can also store displacement maps in the alpha channel of the diffuse map of terrain textures since they don't need transparency. Quote Vista | AMD Dual Core 2.49 GHz | 4GB RAM | nVidia GeForce 8800GTX 768MB Online Portfolio | www.brianmcnett.com Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 24, 2010 Share Posted March 24, 2010 Omid had a test of Parallax/POM here. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
macklebee Posted March 24, 2010 Share Posted March 24, 2010 Omid had a test of Parallax/POM here. yep, that basically where i had gotten mine many moons ago... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 24, 2010 Share Posted March 24, 2010 I only ever tried it using Omids test example .. not really found a need for it .. yet. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
dreamhead Posted March 24, 2010 Author Share Posted March 24, 2010 i wil try that guys thanke you very much for your help guys,i wil let you now if it works or not Quote the real world is in my head CPU-Intel® Core2 Quad CPU Q6600 @ 2.40GHz CPU Speed 2.40 GHz RAM 3.5 GB OS Microsoft Windows XP Professional (Build Service Pack 32600) Video Card GeForce 8800 GT Video Card Features- *Video RAM 512.0 MB Video RAM 256 MB 512.0 MB Hardware T&L Yes Pixel Shader version 3.0 Vertex Shader version 3.0 using:leadwerks2.3,2 [ Link to comment Share on other sites More sharing options...
dreamhead Posted March 24, 2010 Author Share Posted March 24, 2010 oke i got something,it was not quite what i was hoping for but it is a start Quote the real world is in my head CPU-Intel® Core2 Quad CPU Q6600 @ 2.40GHz CPU Speed 2.40 GHz RAM 3.5 GB OS Microsoft Windows XP Professional (Build Service Pack 32600) Video Card GeForce 8800 GT Video Card Features- *Video RAM 512.0 MB Video RAM 256 MB 512.0 MB Hardware T&L Yes Pixel Shader version 3.0 Vertex Shader version 3.0 using:leadwerks2.3,2 [ Link to comment Share on other sites More sharing options...
fuego Posted May 27, 2010 Share Posted May 27, 2010 I recommend you to make a gaussian blur with an amount of 2-3 to your diffuse map. It helps smoothing the displacement very much. Otherwise you get too rough surfaces. Crysis has a clever displacement mapping on the terrain, all small rocks and stuff (the ones on the terrain only, not the big rocks which are modeled and placed separately) are displacement maps on the terrain but when you go away, they get thinner and at the end, they become ordinary textures when you are on enough distance. They can make samples of a small region with that technique, otherwise they had to fragment the whole terrain into small pieces, which is not possible in practical case. Quote Link to comment Share on other sites More sharing options...
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