Blender GLSL steep parallax bump mapping
Blender GLSL steep parallax bump mapping
Can this be done with Irrlicht. I have never seen more convincing bump effect. Not even in the latest games. This is awesome.
the blend file:
http://www.websaitti.com/blender/parall ... p_06.blend
preview pic (better run the blend):
http://www.websaitti.com/blender/parabumpscreen.jpg
thread:
http://blenderartists.org/forum/showthr ... light=glsl
I ran it with the latest GE (game engine) from Blender 2.42 (stable from Blender.org)
Just press "P" after loading. Yes it's realtime stuff.
the blend file:
http://www.websaitti.com/blender/parall ... p_06.blend
preview pic (better run the blend):
http://www.websaitti.com/blender/parabumpscreen.jpg
thread:
http://blenderartists.org/forum/showthr ... light=glsl
I ran it with the latest GE (game engine) from Blender 2.42 (stable from Blender.org)
Just press "P" after loading. Yes it's realtime stuff.
It should as Irrlicht claims to support GLSL shaders. Just copy that shader from that Blender file and use it on the Irrlicht shader demo. Don't know if it works with the download on the main site or if you need to use the latest svn version.
Edit: Just downloaded the file and tried. This is a normal bumpmaped cube after all. If you look into the Irrlicht demos theres a much more interesting normal map demo in there.
For a moment i though you were linking to a file that some guy posted in the Blender forums some months ago, showing a much better bump-maping technique using an advanced glsl shader.
Edit: Just downloaded the file and tried. This is a normal bumpmaped cube after all. If you look into the Irrlicht demos theres a much more interesting normal map demo in there.
For a moment i though you were linking to a file that some guy posted in the Blender forums some months ago, showing a much better bump-maping technique using an advanced glsl shader.
It has three textures: one diffuse, one normalmap, and one for elevation. You are talking as if this is plain common and it is not. Where have you seen a more advanced parallax mapping. Sources please. Apart from that it looks really amazing and i don't know why you deny it. What's the reason for that?This is a normal bumpmaped cube after all.
Well if you use this shader for example. Someone used it with Blender but i don't remenber the thread.
http://graphics.cs.brown.edu/games/Stee ... x/#shaders
http://graphics.cs.brown.edu/games/Stee ... x/#shaders
Did you just read the word parallax in the article and nothing else?
This is a picture showing the differences:
http://graphics.cs.brown.edu/games/Stee ... ompare.jpg
The first two are texture and normal mapped, the third is parallax (the one in your shader), the last one is steep parallax. I think the differences are obvious.
Your shader example combines heightmap+normal map+color map+specular map which is just a common technique. Yes you can do that with Irrlicht as long as you know how to setup a shader in it and pass it your lightsources data. In fact you can your shader or the one above or even combine steep parallax with specular maps and have whatever effect you want in your game.
This is a picture showing the differences:
http://graphics.cs.brown.edu/games/Stee ... ompare.jpg
The first two are texture and normal mapped, the third is parallax (the one in your shader), the last one is steep parallax. I think the differences are obvious.
Your shader example combines heightmap+normal map+color map+specular map which is just a common technique. Yes you can do that with Irrlicht as long as you know how to setup a shader in it and pass it your lightsources data. In fact you can your shader or the one above or even combine steep parallax with specular maps and have whatever effect you want in your game.
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Has anyone done this with Irrlicht yet?
So wait has this shader been used by anyone in Irrlicht yet? I will assume that steep Parallax shading is not what is shown in the example distributed with the Irrlicht SDK.
--peace
Cup Of Tea
--peace
Cup Of Tea