L B Posted January 17, 2010 Share Posted January 17, 2010 Parallax shading on terrain textures would be quite awesome. It would allow us to sometimes observe this kind of "going in" terrain at some places, instead of just a linear function. Hard to explain. mspaint to the rescue: Quote Link to comment Share on other sites More sharing options...
Josh Posted February 1, 2010 Share Posted February 1, 2010 I did some experiments with this and found the terrain normals then had to be updated differently, for the contours to even be visible. The mat for this would not be simple. Right now, terrain normals are updated with a shader, so it is super fast. To update normals this way, the data would have to be turned into a triangle mesh and then calculated. For efficient rendering of terrain, this does not seem like a good idea. The best option is probably to cut out chunk of terrain and turn them into voxels or just a mesh you can pull around, the way the Crysis editor does. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
L B Posted February 2, 2010 Author Share Posted February 2, 2010 I like your way even better, just thought parallax would be simpler. Quote Link to comment Share on other sites More sharing options...
Masterxilo Posted February 3, 2010 Share Posted February 3, 2010 Are you talking about voxel/cave/overhang modeling? Looks to me like parallax/relief/parallax occlusion mapping FOR TERRAIN TEXTURES is the request, isn't it? Crysis does this, le doesn't, does it? Quote Hurricane-Eye Entertainment - Site, blog. Link to comment Share on other sites More sharing options...
Michael Betke Posted February 4, 2010 Share Posted February 4, 2010 no it doesn't Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Josh Posted February 4, 2010 Share Posted February 4, 2010 No, he wants 3D terrain data, instead of using a heightmap, which would consume far more memory and be much slower to render if it were applied uniformly to the terrain. It would also cause terrain-aligned shaders like grass to not work. It seems easier to me to just make some cliffs and rock pieces. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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