Game Development Community

Parallax Shader

by Emmanuel Nwankwo · in Torque Game Engine Advanced · 03/31/2005 (3:48 am) · 40 replies

Hi,

Help, been trying to create a parallax shader fro TSE with little to no success.
has any done this and is willing to share the code

thx
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#21
04/11/2005 (9:58 am)
Thx guys to make me discover parallax mapping :)

I read a lot on the net about different technique, first I wanted to implement with self shadowing, but finally I try to implement the easier method.
It's not perfect, but it's a good start, here some shots:

pages.infinit.net/milhouze/parallax1.jpgpages.infinit.net/milhouze/parallax2.jpgpages.infinit.net/milhouze/parallax3.jpgpages.infinit.net/milhouze/parallax4.jpg
#22
04/13/2005 (5:38 am)
Has anyone been successful in applying this to a static shape? I have been attempting it, but it seems that the normal bump keeps getting mapped to the diffuse channel, no matter what I do.
#23
05/02/2005 (12:16 pm)
Update to the above...they do work with static shapes, but it is very suseptable to showing the UV seams (as well as on interiors). I was not applying the textures to the proper channels in my post above.
#24
05/02/2005 (12:58 pm)
I'm going to try looking around about adding this into the engine's built-in work with normal mapping. I think it should go together rather easy. I'll let everyone know if i get anything! :D
#25
11/03/2005 (1:01 pm)
Did this ever get put into the official TSE head?
#26
11/03/2005 (4:31 pm)
Not yet. But this other technique looks promising as well. Someone needs to do a comparison of them and see which would be a better win.
#27
11/03/2005 (8:25 pm)
Ok but this one should be put into the engine. One is done.. the other is concept.
#28
11/08/2005 (5:45 pm)
That other one isn't a concept...look here www.garagegames.com/mg/forums/result.thread.php?qt=36211
#29
11/16/2005 (8:45 pm)
Wow that's sweet. It requires 3.0.
I guess my point was that the community worked on this one and it should go in to next build if possible.
#30
11/27/2005 (3:28 am)
Ok well I tried to put this into TDN but have a couple snags I need help on.

1. I screwed up the title. Can a TDN admin change it to TSE/shaders/Parallax Shader?

2. How do I make proper code quote blocks? So I can put for instance the parallaxV.hlsl
in proper quotes?

I looked all over in the various wiki / tdn help and syntax guides. It looked somewhat automatic
about putting script in quotes.

LOL I was trying to figure out how to make a new article and didn't figure out to change the URL
before it was too late. Didn't find a place to edit the title. Feel free to fix anything in there.

tdn.garagegames.com/wiki/TSE/Shaders/My_New_Article

Edit: Nevermind I got some help. It needed the "edit" process to rename and
 
for
code quotes.
#31
12/17/2005 (4:24 am)
Quick question on Parallax shaders and art resources. Do these work off normal bump map images or do you need to do anythign special when generating bump maps?
#32
12/17/2005 (4:54 am)
Create what maps (the next was cut off)?
#33
12/17/2005 (4:55 am)
Looked through page source. They are usually regular tangent space normal maps,
but you need some extra height info, usually stored in a height map.
#34
12/17/2005 (8:45 pm)
Ahh sorry, yeah the new forum seems to be clipping part of the page. Ahh great that's what i was looking for.
#35
12/17/2005 (8:47 pm)
I sent emails to the 2 guys that wrote the shader. Missing something in the Materials.cs file I think.

Anyone that wants to finish it go for it..
#36
04/13/2006 (2:15 am)
The shader download seems to have gone.

Could someone post them again?
-- Markus
#37
04/13/2006 (10:34 am)
Its on TDN:
http://tdn.garagegames.com/wiki/TSE/Shaders/Parallax_Shader

Jevin <-lol
#38
04/16/2006 (9:13 pm)
Is this Shader working in MS3 for anybody? We're experiencing a memory leak on loading of the Material definition, and it basically just gets stuck and crashes out.
#40
06/18/2006 (9:52 pm)
Wow good stuff.
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