Added: 2 years ago
From: MoonlightArtist
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  • how can parallax mapping give the illusion of actual geometry on the bricks? I thought stuff like that was only possible with tessellation.

  • the uploader comment........makes no sense o.O

  • would anyone be willing to teach me pom? ;d

  • Imagine this... In minecraft...

  • It looks like Minecraft :)

  • at first i thought this was a minecraft shader lol.

  • wow

    this is tesselation isnt?

  • @TheDardanius nope because crysis uses dx10 but it basically does the same than tesselation. Although idk which one need lees resources

  • Minecraft if it wasn't in java

  • @MrGamingAddiction

    LB Photo Realism + GLSL = this in Minecraft.

  • POM is the best graphical hax of the past ten years.

  • Get self shadowing in there and ur good to go. You should probably optimize it so it'll run smoother on lower systems.

    Do you have exact measures of what kind of system it'll need to run it smooth enough?

  • i do think that we jumped at tessellation far too soon, I read a paper that explained how silhouette rendering can be improved and with it the performance would be so much better than the tri-flooding tessellation which does nothing more than replicate a high-poly model.

  • the sole idea to use the gpu to increas poly counts on finer models in moronic in my opinion. that's cpu's job. in other words: if they want more geometry, make more gaming-oriented cpus.

  • @nooblet911 Entirely the way I see it too, it seems like companies wanted to hide away parallax occlusion mapping for more expensive GPUs to be sold as tessellation capable.

  • @nooblet911 But what about for other objects, i.e. cars, tress, weapons, helmets? I mean POM is good for flat/stationary objects, but the way I see it. . .

  • impressive!

    this shows that you dont always have to use TESSELATION to have more detail! ;)

  • new minecraft HD texture :D

  • How does POM compare to Tesselation?

  • Ooh i love these bricks.. ohh yea....

  • This is distastefully cool.

  • You mean the bricks in crysis weren't real?

  • Is it getting frame lag, or is it just my computer?

  • parallax occlusion mapping is out tesselation is in!

  • @SuperEngage1 yes but doesnt worth the performance hit, POM its a great technique to use.

  • Damn it how can that be still a 2D texture when POM is enabled! :O i can clearily see the depth of it!

  • looks pritty good to me. Did you fix the UV mapping issue?

  • @JustMeAndMyGames thats because this here is parallax occlusion mapping while UE3 uses a form of regular parallax mapping. It doesnt look so good but calculates a lot faster.

  • Minecraft with blocks like that.....

  • OK I might sound like an idiot, but when I play minecraft, my tools look weird (not normal). I googled it and someone said they had both types of texture compression enabled in OpenGL. The problem is my computer doesnt support opengl. Any help????

  • I'm shitting brix.

  • is this minecraft?

  • Minecraft graphics looks better than this shit xD

  • @SternEliteDavid27 On another note, you're an idiot.

  • Now can someone tell me once more why crysis2 skipped POM?

  • I just literally stared at a brick wall for 2 minutes. -_-

  • @JorgsnewYTaccount But that's one perdy wall!

  • @JorgsnewYTaccount But it's a very pretty brick wall :p

  • your computer must be a fucking horse!

  • the link is dead.. btu I'd really like to know more about this POM.. care to relink to your crymod thread ?

  • I think tessellation +POM is the way to go....i mean one can use some sort of blend tessellation to get tessellated brick(or whatever) at the edges...

  • IMO, Parallax Occlusion on STALKER looks even better than this

  • @Spartan117A1 the game with the low rez heightmaps?

  • @Spartan117A1 I like Stalker too, but the Parallax in that does NOT even compare.

    This has an actual SILHOUETTE. As in, the edfe of the model appears to have detail rather than the front of the face.

    Seriously, go into stalker and check again.

  • @dano555666 Actually, Let me correct myself.

    Using the mod Complete 2009 for either Clear sky or SoC, It looks 1000x Times better than the original.

    The textures in Crysis look much better though.

    I might be wrong, But i think you'd find the SSAO on that mod to be pretty amazing :)

  • Thems some puurty layered algorithms you got thar

  • wow this is amazing! in most games u walk up to a wall and it gets all dotted out and faded! if every wall and surface is this detailded on crysis 2 then thats amazing!!!!

  • i would way rather use this then tessellation. The performance increase in this over it is far more practical. Who gives a fuck tessellation makes a brick on the ground 1 million triangles! This is not obsolete tech, It should be used more.

  • holly cow

  • Awesome work!

  • nice. dont have a clue why they dont do this with all games

  • @mylesbradley1234 It's expensive development, and not all mapping artists are this good.

    It's a lengthy thing to optimize this stuff, it's not too hard to do to bricks, but when you get down to fabricks and gravel, the realism becomes a chore to get out, and you'll end up with (In a D3D11 or OpenGL 3/4 envioment) Having to bake down 30 maps to get a perfect result ._.

  • Now that is just cool.

  • @LouSaydus Of course tessellation makes POM obsolete, and any engine that uses DX11 should be using that instead. But CryEngine2 doesn't support it now, does it? :P

    This is the next best thing (ok maybe not, DX10 tessellation could theoretically work, but I haven't tried it yet).

    In any case, I never fixed the UV issue, so this is still just a test.

  • @MoonlightArtist You could use tesselation on old Radeons as far as i remember on radeon 8600. For example in TES 3 that was available, but FPS was low

  • @MoonlightArtist The Dx10 tessellation is rather worthless, actually.

  • @LouSaydus DUDE! LOOK AT IT! Brings the game closer to looking life like WHAT A PLEASURE WOULD IT BE to live in my own electronic life like paradise :P

  • @LouSaydus Whats the difference between Tesselation and POM, Ive seen games with tesseltation (stalker cop, metro 2033) and games with POM. I have DX11 card

  • @novaleafy The difference is that tesselation actually modifies the mesh of any object based on its normal mapping. POM on the other hand immitates modifying the mesh by lighting the surface of the object differently and calculating occlusion based on its normal maps. It's a subtle difference but there are certine situations where POM falls a bit short of tesselation. One such case is when you look down the edge of a corner like at about 0:55, you can see that the bricks arent really poking out.

  • @LouSaydus Tessellation does not make parallax occlusion obsolete, you see, to use a heightmap to alter a surface in realtime, the quality depends on how many faces are present (which core tessellation helps by creating them.) but surfaces such as a flat wall would require a lot of faces to be made to have the precision needed to compete with POM. On top of that, tessellation is being uses for other things as well such as characters which need it more than, say a wall.

  • @LouSaydus Parallax = Texture/shader data ---- Tessellation = Geometry data..... They really serve the same purpose except the parallax is more efficient and less demanding. tessellation is decent but who gives a shit that a brick on the wall has 100,000+ triangles.....when a parallax texture can achieve the same look.

  • @LouSaydus - Have you got benchmarks to back that up? I don't know if modern cards are happy to just tesselate everything and crank out a million triangles when they could just use one of these two-triangle + raytracing techniques.

    Especially on budget cards that support the feature, but don't have a lot of power behind it.

  • wow, this looks WAY too real to be fake! LOL

  • HOLY SHIT

  • whats the engine?

  • Wow nice idea!

  • holy fuck balls. im blown away. jesus do u know hw many polygons this normally wudve taken for a game to produce?! god this open so many doors for the level of detail a game can produce in its environment. jesus this is exciting stuff

  • @Neivlak This is old stuff.

  • @Neivlak The annoying thing though is that it takes a high toll on the GPU performance. Assuming you don't optimize the hell out of it.

  • @Arzamon Haven't done any tests with parallax occlusion/relief mapping myself yet, but I'd like to think it's faster than making more actual geometry.

  • And here I've been f***ing with alphas trying to get this. How can this happen? how was it done?

  • By modifying the shader code to clip the material at the edges. Unfortunately the edges are from 0 to 1 range, meaning only things within a 0-1 UV map will be visible. That means no tiling textures. :(

  • lolololol dang easier said than done. This is what I've been trying to do with alphas.

  • @MoonlightArtist i remembered that there is a interesting solution in the book GPU Gems 3, it's said that you can achieve this by generating fake 'fin' on the edge(using geometry shader), so that can free from the artifact gened by simply discard the overlapping texcoord......

  • Haha, I was fooled by the first half minute or so. "Man, nice anisotropic filter, but I don't really notice the shader". That was, until the camera stopped moving and you started hot-changing the engine settings. Very well done indeed.

  • Reminds me of Tesselation

  • wowwowwow!!!! i want this! :D

    going to dowload it right away

  • EPIC

  • Is there a way to convert this to XNA?

  • No. The shader is split into various different files in the Crysis shaders and is integrated into it fairly deeply. It's a little tough.

    You're better off using a more available Parallax Occlusion Mapping shader. I can give you the information on how to create the silhouettes after you've got one, if you want. :)

  • That would be great! I'm working with a custom mesh in the directx parallax mapping effect demo.

  • How did you make it modify the silhouette without adding more polys?

  • @MoonlightArtist a document on how to get silhouettes from parallax occlusion map shader would be much appreciated! If not example HLSL/GLSL, then just a nice technical paper would really be great.

  • @brainwurms

    This is easy to do in XNA there are several tutorials, i have gotten the same result aswell.

  • I'm having some trouble finding them. Could you link, please?

  • looks kinda like DX11

  • awesome!

  • Better looking than reality.

  • amazing...this is the best wall i've ever seen.....

  • lol , the best wall eh?

  • yeah sorry my english is very bad iam a german...but ill think you know what i mean.

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