Parallax mapping Created 17 years ago2006-07-07 12:22:52 UTC by Xyos212 Xyos212

Created 17 years ago2006-07-07 12:22:52 UTC by Xyos212 Xyos212

Posted 17 years ago2006-07-07 12:22:52 UTC Post #189113
For those that dont know, parallax mapping is disabled in Source. Some code tweaking is needed for it to work. What I want to know is if I use a parallax mapped texture in one map, would it look correct on other peoples computers? (Probably not, but im just asking if for some small chance someone actually knows a way)

Reason I ask is because this is a powerful custom shader. :)
Posted 17 years ago2006-07-07 12:29:30 UTC Post #189114
Parallax mapping creates an ugly effect in my opinion, it can look ok though if used on one plane without any 90 degree turns. I read about a few mods that implemented this effect back into Source mods.. i couldn't find any tutorials on how to do it myself.
Strider StriderTuned to a dead channel.
Posted 17 years ago2006-07-07 12:32:03 UTC Post #189115
Well, I found one :)

Anyway, have you played PDZ on 360? They use it soooo perfectly. Brick walls look like each brick is seperate. I must use it in source!

Im planning to parallax map some of my favorite brick textures in Source, along with some of mine :)
Posted 17 years ago2006-07-07 12:35:18 UTC Post #189116
Anyway, have you played PDZ on 360? They use it soooo perfectly. Brick walls look like each brick is seperate. I must use it in source!
Are you kidding me? PDZ is the perfect example of how not to use it. That game is so damn ugly it puts you right off playing it. Each texture that has Parallax mapping in that game has horrible 'scrolling texture' effects when you look at them, PDZ is truley a hideous looking game. :confused:
Strider StriderTuned to a dead channel.
Posted 17 years ago2006-07-07 14:36:36 UTC Post #189141
There is a parallax shader, our mod is planning to use the effect, sparenly, due to the preformence hit.
Posted 17 years ago2006-07-07 16:06:20 UTC Post #189170
Oh no you didnt strider! Heres a screenie from PDZ showing its awsomeness!

http://img388.imageshack.us/img388/8072/10007789mg.jpg

Thats the magic of parallax!

Yes, some are reflected for no reason (like sand) but most look awsome! How could you say the graphics suck? :(

The character models and animations suck, but textures and props are great :)
Posted 17 years ago2006-07-07 16:08:41 UTC Post #189171
The textures are shithouse, as is the entire game really.

That screeny doesn't show the weird effects that happen when you move (obviously), it looks just plain silly in-game.
Strider StriderTuned to a dead channel.
Posted 17 years ago2006-07-07 16:11:03 UTC Post #189172
Thats a blur not related to an error. It simulates turning in RL. I like the effect. :) Realistic.

ZOMG, how could you say they are shithouse?!!! ARGH (Rolling on floor screaming and flailing around randomly)
Posted 17 years ago2006-07-07 16:15:01 UTC Post #189174
No, i'm not talking about the motion blurring effects. Parallax mapping simulates 3D shapes, but it has to distort the texture to do so, as you move and view the texture from different angles the texture moves with you and distorts. It's very ugly.

EDIT: I know what i'm talking about, i've read all about it. It's the main reason alot of people don't like using the parallax shader on common textures.

2nd EDIT: It's not only the poor Parallax mapping that turns me off the games visuals, it's also the way every friggin thing is shiny.. even DESERT SAND! It's like polished metal, they went absolutely overboard on shader effects and it looks horrible.
Strider StriderTuned to a dead channel.
Posted 17 years ago2006-07-07 16:31:57 UTC Post #189176
I know how it moves with you, but its not noticable. It in fact is only noticable if you walk right against it and walk along the texture right against it.....

Every texture that is correctly lit is awsome :)

Yes though alot of textures are overly covered with shader effects and reflections. But most look great.
Posted 17 years ago2006-07-07 16:52:50 UTC Post #189181
I don't like how some of the new high-def games look with everything being super glossy and such. You can achieve much more realistic effect with normal/bump mapping, a basic diffuse color, and reflective/refractive raytracing. I must say it looks neat, but over exaggerated, nonetheless.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-07 17:49:40 UTC Post #189191
Its not the parallax that hurts PDZ, its reflective lighting on EVERY TEXTURE! Even dirt and sand!

Parallax is just amazing in my opinion!
Posted 17 years ago2006-07-07 17:56:32 UTC Post #189193
The screenshot looks amazing. I can clearly see why It would affect performance greatly.
Posted 17 years ago2006-07-07 18:03:42 UTC Post #189195
FEAR also used it for the impact decals
Posted 17 years ago2006-07-07 18:08:07 UTC Post #189198
Posted 17 years ago2006-07-07 19:05:19 UTC Post #189210
Oh, Damn those look nice. (no PDZ, but its a mod)

I downloaded their parallax ingame demo. It looks very nice, only problem is that with no parallax the small room with 5 textures runs at an FPS of 280. With parallax on it goes down to 47! 200+ of a loss just for parallax!

Anyway, it still looks great. Using parallax would have to be done carefully and only in small boxed in areas.

Thanks for the link Habb :)
Posted 17 years ago2006-07-07 19:19:41 UTC Post #189213
There's information on the Valve wiki on how to implement parallax mapping into a mod. It's surprisingly simple. Obviously not all graphics cards support parallax mapping. I'm gonna guess that only relatively high end cards support it (DX9) and I'm also gonna guess that it's a shader model 3 effect but I could be wrong.

As for PD0's look, although I was relatively impressed with some screenshots, others just had a very very strange look to me, a comment replicated by many gaming sites. As much as I had hoped that PD0 would reclaim Rare's position as a premier design team that not only excels at pushing the boundries of next-gen graphics but also a team that succeeds in creating a fantastic gaming experience, both in SP and MP, well...they didn't.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-08 03:45:56 UTC Post #189268
with no parallax the small room with 5 textures runs at an FPS of 280. With parallax on it goes down to 47! 200+ of a loss just for parallax!
Gee, a third-party high-level mod. didn't do it very well?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-07-08 07:22:50 UTC Post #189294
Paralax mapping is sweet.....if used right.

This: http://halflife2.filefront.com/screenshots/File/59884/1
looks totaly wrong
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-07-08 07:42:41 UTC Post #189297
As wrong as your mumma :o
I think it looks nice but remember it's alpha...
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-07-08 14:50:58 UTC Post #189332
It's pretty bad parallax ;P - The effect is cool but that particular shot is bad. Note that parallax doesn't use UV space for pieces like extrusions (It's just a 2D surface) so the texture gets stretched a lot. You have to account for this parallax stretching on the texture itself. Also the bricks just seem to extrude outwards and bevel to fake perspective - They move out too far and they also bevel a fair deal to make them look like bits of a weird shaped egg carton as opposed to bricks or tiles on a wall.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-07-08 15:13:22 UTC Post #189335
Posted 17 years ago2006-07-08 15:46:12 UTC Post #189337
I agree. A material must be designed with parallax in mind.

That brick wall's heightmap is set to high in my opinion. The others looked nice though.

Too bad its not supported automatically in the source code. I think Ill screw around with it, but I dont want to have to release a mini-mod just to show off my parallax.
Posted 17 years ago2006-07-09 13:41:39 UTC Post #189428
You cant actualy design a material with parralax in mind since Parallx doenst allow UVW coords being stored in it, a vital thing for anything that would be properly mapped.
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