Added: 1 year ago
From: mpan3
Views: 21,764
Sort by time | Sort by thread (beta)

Link to this comment:

Share to:

All Comments (33)

Sign In or Sign Up now to post a comment!
  • 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.

  • Eat my shit Polycount Demon!

  • looks like what they used for just cause 2 when you fly up in the sky the world below goes like this :P

  • what resolution is the map?

  • Cool!

  • I can see use of this in CG-extensive films

  • Coool!!!! :)

    real-time or rendered?

  • Coool!!!! :)

    real-time or rendered?

  • thats nice man

  • Is there a tutorial on how to do this

  • Is there a tutorial on how to use Relief maps anywhere?

  • Wow...O_O...I've done something like this times before, but...yours easily blows mine out of the water. Beautiful detail!

  • Um wow, really nice work

  • that's tight. the textures (and the mountains themselves) look pretty real.

  • 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

  • NICE! does this work with Antialiasing/ Anisotropic filtering?

  • @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 Im trying to look for a tutorial on this sort of thing. Have any idea or suggestion on where i can find it?

  • @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

  • Nice, I have to learn more about shaders... It´s awesome

  • AWESOME LIKE ALWAYS!

  • 'OLY that's amazing!!!!

  • just check in blenderartists

  • whoa uhh i gotta learn how to do this! excessive google searching commensed!

  • Arg, that's amazing! Can someone explain more about relief mapping please?

  • 2 TRIANGLES?! Jesus! That's incredible.

  • M Pan, you' da MAN! That's astonishing!

  • 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

  • Nice one :D

  • Cool beans. What kind of UV unwrapping did you do?

  • @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 awesome results.

  • just awesome

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more