Parallax mapping with multiple lights

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Uploaded by on Nov 17, 2006

The current state of my engine. Multi pass rendering HLSL pipeline, with tangent space normal mapping, multiple attenuated light sources, and parallax mapping

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Howto & Style

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Standard YouTube License

  • likes, 4 dislikes

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Uploader Comments (Theseus314)

  • Since I didn't see it in the description, I'm just wondering - did you make this engine yourself? Or was it modified from an existing one? I noticed this was upload 5 years ago! That's really impressive.

  • @jonnycox001 I made this from an empty visual studio project to what you see here, it was genuinely a solid 16 hour effort without a break to get this up from scratch. A few months later I got my first video games industry job, and that's what I've been doing the past few years. I should really make a new video of a personal project for sure.

  • Quite impressive. How long did it take you to make this?

  • about 16 hours solid.

Top Comments

  • Parallax. The greatest thing since bump mapping.

    <3

  • Your engine!? you made an engine!?

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All Comments (37)

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  • @elpolentatlp High-specularity on the walls demonstrate the parallax mapping effect best. ;)

  • Why do the walls look lubed?

  • @defacto109 i think he going for a wet clean dungeon look... thats why its shiny...

  • @facecheek Uhhhhh.... What??? lol

  • @defacto109 smarty pants...well what if the bricks are shiny? looks like somones going to have to DEAL

  • Theseus, the effect itself is quite nice and seems to work well for you. But I strongly suggest you tone down the reflectance and specular highlighting. You don't want to have shiny metallic bricks, do you? Unless maybe it's silver bricks or an alien civilization's buildings, etc. ;) Definitely, dull them down and maybe bake in some soft shadows and add some darker occlusion.

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