Game Development Community

Parallax makes texture look like it is distorted by water

by Simon Sejer Nielsen · in Torque 3D Professional · 10/01/2009 (11:35 am) · 7 replies

okay im in need of a bit of help here, since ive been trying to figure out how to add a parallax map, which I finally did, however it is not done properly by me and im not entirely sure what I am doing wrong exactly.


So im using Photoshop and the Nvidia Plugin to make normal maps, and parallax map into its alpha channel and the save it as a DXT3 DDS file. I found out that if I saved it as any of the other DXT's it would't have any effect when I tried to turn up the parallax slider for materials or for that matter enabled it for terrain material.


im using this this as texture:

img9.imageshack.us/img9/762/rockyground2.jpg

Though when I turn on Parallax in the engine it looks like this:

img4.imageshack.us/img4/7449/waterstonesweird.jpg


#1
10/01/2009 (12:03 pm)
Looks like you're trying to do some large height parallax, and the technique breaks when you do so. It only works for small extrusions, to add a small depth, not to completely fake geometry.
#2
10/01/2009 (12:08 pm)
I did try with a very small adjustment, only thing was that it worked a little bit right beneath me, though then started to radial distort further out, and that right beneath wasnt really worth it since I could barely tell the difference
#3
10/01/2009 (1:30 pm)
I have only seen this when it is being pushed too far
Also, can you show you height map?
#4
10/01/2009 (2:02 pm)
@James

Actully that was my heightmap, ive been toying a bit more around with it, and figured before I would be able to get a decent quality of it I would have to blur the thing quite a lot - however, even though I set the setting on 0.25 on the parallax, and the diffuse size is 5 im getting that distorted look quite still.

im currently using a different diffuse and normal map now so I will post them instead as well with the heightmap.

if I do go below 0.2 it seems like most of the effect gets lost. so yeah any help on this will be really appriciated.

Heightmap:
img132.imageshack.us/img132/739/baliblackgreynm9.jpg

Diffuse:
img200.imageshack.us/img200/5640/baliblackgreydf.jpg
#5
10/01/2009 (2:15 pm)
your texture is very bad for the effect you try to get.

you won't get any decent looking effect if the texture you use expects "a bottom side" to achieve its real look

a normal scale by the way is in the range of 0 - 0.15 potentially 0.2 though you will commonly start to see disortion there already
#6
10/01/2009 (2:21 pm)
@Marc: Might you be able to give me a better example, its just so I know what I should aim for.
#7
10/01/2009 (5:31 pm)
so far i've been restricted to around 0.15 - 0.2 i'm getting my heightmaps from pixplant 2 when i generate the normal map, then combining them in photoshop afterwards.

but honestly you need to hand draw the heightmap, the automated versions are too messy. use them as a basis to start from and then go from there