Downside of this is that it's rendered in a bunch of layers on top of each other. You couldn't walk around in this environment because you would look straight through the elevations.
The technique is nifty for anything bumpy that the camera cannot intersect. Like rocky walls or floors. There's also an issue with tiling, it tiles well with adjecent planes as long as they don't change angles. Apply this to a box and it will look weird as hell unless the edges are all at maximum height.
neat, and i see in the related videos that relief mapping is not parallax.
my glsl tests so far used standalone frameworks, unfortunately, in daz studio my attempts at glsl caused crashes. come to think of it, maybe my error was to make GLSL calls for the viewport instead of limiting it to glsl-rendertime
@starclopsofish Good question. It works with anistropic filtering. 4x aniso really brings out the sharpness of the texture. Doesn't work with antialiasing though...
@mpan3 i guess if theres no actual geometry to aa it wouldn't work, though pixel based aa on some gpu's could probably do it, i think ati calls it "adaptive aa" or something, usually used for alpha mask aa for transparent textures, perhaps it would work here too
@onjoFilms You have the right idea. parallax mapping is essentially applying the texture, using an offset UV coord that is influenced by the height map. Relief mapping is slightly more complicated, but it's all texture operation really.
Downside of this is that it's rendered in a bunch of layers on top of each other. You couldn't walk around in this environment because you would look straight through the elevations.
The technique is nifty for anything bumpy that the camera cannot intersect. Like rocky walls or floors. There's also an issue with tiling, it tiles well with adjecent planes as long as they don't change angles. Apply this to a box and it will look weird as hell unless the edges are all at maximum height.
eikons 2 months ago
Eat my shit Polycount Demon!
DnBastard 3 months ago
looks like what they used for just cause 2 when you fly up in the sky the world below goes like this :P
Wintergore 7 months ago
what resolution is the map?
icannotfly 8 months ago
Cool!
Davidproduction2 11 months ago
I can see use of this in CG-extensive films
Rekedens 1 year ago
Coool!!!! :)
real-time or rendered?
Macorult 1 year ago
Coool!!!! :)
real-time or rendered?
Macorult 1 year ago
thats nice man
blender3dmaster 1 year ago
Is there a tutorial on how to do this
MrUgliefrog 1 year ago 16
Is there a tutorial on how to use Relief maps anywhere?
DigitalWorkz 1 year ago 4
Wow...O_O...I've done something like this times before, but...yours easily blows mine out of the water. Beautiful detail!
classicblue 1 year ago
Um wow, really nice work
ADEdge 1 year ago
that's tight. the textures (and the mountains themselves) look pretty real.
TheFXGuy 1 year ago
neat, and i see in the related videos that relief mapping is not parallax.
my glsl tests so far used standalone frameworks, unfortunately, in daz studio my attempts at glsl caused crashes. come to think of it, maybe my error was to make GLSL calls for the viewport instead of limiting it to glsl-rendertime
mcasual 1 year ago
NICE! does this work with Antialiasing/ Anisotropic filtering?
starclopsofish 1 year ago 4
@starclopsofish Good question. It works with anistropic filtering. 4x aniso really brings out the sharpness of the texture. Doesn't work with antialiasing though...
mpan3 1 year ago
@mpan3 Im trying to look for a tutorial on this sort of thing. Have any idea or suggestion on where i can find it?
00DrCRazy00 6 months ago
@mpan3 i guess if theres no actual geometry to aa it wouldn't work, though pixel based aa on some gpu's could probably do it, i think ati calls it "adaptive aa" or something, usually used for alpha mask aa for transparent textures, perhaps it would work here too
kassie2k4 1 hour ago
Nice, I have to learn more about shaders... It´s awesome
Aelfuu 1 year ago
AWESOME LIKE ALWAYS!
megalmn2000 1 year ago
'OLY that's amazing!!!!
Rekedens 1 year ago
just check in blenderartists
quetegedi 1 year ago
whoa uhh i gotta learn how to do this! excessive google searching commensed!
enjoiskate11 1 year ago
Arg, that's amazing! Can someone explain more about relief mapping please?
PotadoTomado 1 year ago
2 TRIANGLES?! Jesus! That's incredible.
wagawagawoo 1 year ago
M Pan, you' da MAN! That's astonishing!
alanpgoodwin 1 year ago
Steep Parallax in essence then. I salute you, as this is exactly the kind of stuff I want to see more of in blender :D
EggYolk 1 year ago
Nice one :D
TheJack120 1 year ago
Cool beans. What kind of UV unwrapping did you do?
onjoFilms 1 year ago
@onjoFilms You have the right idea. parallax mapping is essentially applying the texture, using an offset UV coord that is influenced by the height map. Relief mapping is slightly more complicated, but it's all texture operation really.
mpan3 1 year ago
@mpan3 awesome results.
onjoFilms 1 year ago
just awesome
juanluki94 1 year ago