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?
#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
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.
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.
Torque 3D Owner Alexander Krause
Coming soon...
(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.