Game Development Community

Relief Maps?

by Thanhda Tie · in Torque 3D Professional · 10/31/2010 (9:52 pm) · 6 replies

Does anyone know if T3D supports Relief maps? I saw them once implemented in TSE/TGEA, but never seen it in T3D. Anyone have any ideas/resources for it?

#1
11/03/2010 (7:33 pm)
After checking the difference between Relief mapping and Parallax mapping,
(en.wikipedia.org/wiki/Relief_mapping_(computer_graphics))
i think Torque 3D does not include that shader yet.

But Parallax is certainly possible:
www.torquepowered.com/community/forums/viewthread/103531

So it should be possible to extend it on that basis.
#2
11/03/2010 (7:57 pm)
I wonder why no one has bother to implement this shader, esp when it was available for TSE/TGEA (previous versions of T3D).
#3
11/03/2010 (10:53 pm)
Tom commented on it once before, and the reason is relief mapping is much more expensive the parallax, and parallax will give you a better result. None of the major AAA engines (ie. source, unreal etc.) utilize relief mapping any more and now favor parallax, hence torques support of parallax as well.
#4
11/03/2010 (10:55 pm)
I find the parallax maps look odd in T3D, not sure why it comes out looking so weird..
#5
11/03/2010 (11:56 pm)
So Tom's reply is based upon conversations from 3 or 4 years ago..great.

Card's have leaped into higher "awesome" ranges,...so if you ask me..

this engine falls terribly short on shader-count no matter what excuses they have.

//as I noted in another thread: no planar reflect, no back buffer for refraction without hacks. ..it's a joke.
..they always have some excuse that makes it seem ok for them to not try.
#6
11/04/2010 (12:23 am)
I agree with eb, Relief maps are very old tech, there is no reason why we can't have it in with the cards in these days.