Game Development Community

Parallax mapping

by john lomax · in Artist Corner · 10/19/2009 (1:00 am) · 6 replies

I am having some issue getting parallax to work correctly. I am positive I am create the map correctly which is by taking height information and within the normal map and placing it within a newly created alpha channel. when i save it out and use it in torque I use the parallax slider and I get odd results. I am exporting the mesh I am applying it to from maya. I feel as if it has something to do with the change of up axi but at the same time i am just unsure. I would really love for someone to help me out, I really am looking to use parallax from this new project I am working on because the results I have seen from it are amazing. Any sort of help or tutorials from any of you would be a great help.

#1
12/07/2009 (6:15 pm)
try inverting your height map.
#2
12/07/2009 (8:10 pm)
a few, if not all, of the greyscale maps used in T3D are reversed/inverted from industry standard.

Parallax: black = high, White = low
Specmaps: alpha controls the intensity and black = high and white = low.
#3
12/08/2009 (6:16 am)
how is that industry standard? render a displacement map (the next inevitable step in parallax history) and it's white is convex, black is concave. so how is black = high, industry standard?

that said, yes torque seems to use black = high. nothing ctrl-i can't fix in photoshop. most apps i've ever used generate white=high for parallax so i would have to argue THAT is industry standard.

and black = high specular? no wonder i could never get anything to look right. in what manner does that make sense?lighter pixels should reflect brighter makes more sense.
#4
12/08/2009 (10:01 am)
I was arguing that industry standard is the opposite of what they have chosen to implement. Not sure if you misread my post or if you have a different point to make. oO
#5
12/08/2009 (12:14 pm)
Quote:
black = high, White = low
Is it?

Anyone checked to see if heightmaps are still coming out with Y inverted?

[edit]
First cuppa of the day...
Why am I asking you ... why don't I just try it.
And the answer is yes, it still is inverting along Y axis.
#6
12/09/2009 (3:50 am)
ok yeah sorry eb i did misread your post. i blame the heat down here for my increased grumpiness.

i think i misinterpreted your meaning after reading the previous posts to mean that the inverted thing torque uses was doing the industry standard and only few of the textures got it wrong ... i'm not even sure how that lined up in my head but sorry anyway.

leadwerks engine started with black = high as well, it must be easier in the shader math or something?