Took a peek at this, along with some tomfoolery with 3D Ripper DX, and from what I saw POM and other parallax/normal shifting techniques are ersatz compared to what displacement mapping does. Turning on the wireframe mode on 3DR shows that.
But is it true that POM is counterproductive compared to what displacement/tessellation does? I've heard from one source that using parallax occlusion actually uses more than what adding more polygons to a scene can do.
@blakegriplingph POM is usually very expensive but if you are using it you can also handle other things like self-reflection really easy. For curr-gen games I would say it's too expensive. If you zoom in, in a surface with POM you would sample a near mip level and you might have extra detail. Depending on the level of detail of the geometry zooming more would not yield more detailes.
If you were talking of DX11, then no. That was real time true poly tessellation+normal map for dissplacement map, which quickly morphs back into a lesser surface plane seamlessly. That way it doesn't eat so many polys on screen. I find it better as this has angle limits and the edges clip off some of the surface unless its burried really deep, but then you have other problems too.
Thats why you see displacement mapping as the best option in this video as its true polygon.
Oh, ok. I just thought you might have meant if it were the new DX11 thing with the new tessellation thing. I was originaly going to add my own comment, not as a response, but I saw yours.
You should be able to add any of these techniques to you project using UE3. I never used UE3, but if it has a good support for effects (and it most certainly has) you can put any effect that you want on it.
Hmmmm, I don't know the first thing about programming. So, for me, I couldn't do that. I'll send u a PM later of some of my most recent parallaxed shaders in UE3. They are HAWT. totally kickass for my game dev portfolio. I just wish I had access to some engine with relief mapping already built-in. self shadowing parallax without stacked samples is TOO COOL! seems most parallax of today uses two samples and looks not so great at extreme angles. relief looks so much better!
I'm really interested in Game making, I am an old hand in 3D modelling and the rest that goes with 3D, but have 0% knowledge in programming. i really want to learn the aspect of game engines, scripting and etc. i see u have some courses on ur site.. Will read :)
Took a peek at this, along with some tomfoolery with 3D Ripper DX, and from what I saw POM and other parallax/normal shifting techniques are ersatz compared to what displacement mapping does. Turning on the wireframe mode on 3DR shows that.
But is it true that POM is counterproductive compared to what displacement/tessellation does? I've heard from one source that using parallax occlusion actually uses more than what adding more polygons to a scene can do.
blakegriplingph 4 months ago
@blakegriplingph POM is usually very expensive but if you are using it you can also handle other things like self-reflection really easy. For curr-gen games I would say it's too expensive. If you zoom in, in a surface with POM you would sample a near mip level and you might have extra detail. Depending on the level of detail of the geometry zooming more would not yield more detailes.
bpevangelista 4 months ago
is that the directX thing?
TheFXGuy 1 year ago
@TheFXGuy
If you were talking of DX11, then no. That was real time true poly tessellation+normal map for dissplacement map, which quickly morphs back into a lesser surface plane seamlessly. That way it doesn't eat so many polys on screen. I find it better as this has angle limits and the edges clip off some of the surface unless its burried really deep, but then you have other problems too.
Thats why you see displacement mapping as the best option in this video as its true polygon.
silenceofthehills 1 year ago
@silenceofthehills I meant the program he was running it in. I know what he was doing.
TheFXGuy 1 year ago
@TheFXGuy
Oh, ok. I just thought you might have meant if it were the new DX11 thing with the new tessellation thing. I was originaly going to add my own comment, not as a response, but I saw yours.
I now see you have a nice channel too.
silenceofthehills 1 year ago
is that bump mapped or full 3d?
krazyliljoo 3 years ago
where can i get this program from?
csoriented 3 years ago
You can get this program at my homepage, just check my youtube channel.
bpevangelista 3 years ago
I know I can get my parallax shaders into UE3, but what about relief mapping?
LordHines420 3 years ago
You should be able to add any of these techniques to you project using UE3. I never used UE3, but if it has a good support for effects (and it most certainly has) you can put any effect that you want on it.
bpevangelista 3 years ago
Hmmmm, I don't know the first thing about programming. So, for me, I couldn't do that. I'll send u a PM later of some of my most recent parallaxed shaders in UE3. They are HAWT. totally kickass for my game dev portfolio. I just wish I had access to some engine with relief mapping already built-in. self shadowing parallax without stacked samples is TOO COOL! seems most parallax of today uses two samples and looks not so great at extreme angles. relief looks so much better!
LordHines420 3 years ago
btw, what's cone step mapping? is that like relief mapping? so it goes: parallax, relief, then cone?
LordHines420 3 years ago
I'm really interested in Game making, I am an old hand in 3D modelling and the rest that goes with 3D, but have 0% knowledge in programming. i really want to learn the aspect of game engines, scripting and etc. i see u have some courses on ur site.. Will read :)
mmaa21 4 years ago
oh, sweet, thanx a lot. well done on making the software.
mmaa21 4 years ago
what is this software that ur using?
a game engine?
plugin for a 3d app?
mmaa21 4 years ago 2
Hi,
It's a program that I've made to compare these techniques. You can find it with source code on my homepage: brunoevangelista dot com
bpevangelista 4 years ago