Changes between Initial Version and Version 1 of ParallaxNormalMaps


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Timestamp:
Dec 27, 2019, 9:01:38 PM (4 years ago)
Author:
Stan
Comment:

Initial version, needs images.

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  • ParallaxNormalMaps

    v1 v1  
     1[[TOC]]
     2= Parallax Normal Maps =
     3== Introduction ==
     4The Pyrogenesis engine supports a type of map called a 'parallax map' in addition to [wiki:NormalMaps normal maps]. Those maps are a special kind of [wiki:NormalMaps normal maps] with an alpha channel. The alpha channel defines the intensity of the parallax effect.
     5
     6
     7
     8== Examples ==
     9
     10**Important**: The parallax map only work if there is actual normal information:
     11
     12||= Combinations          =||= Result        =||
     13|| Alpha + Normal          || Big effect      ||
     14|| Normal                  || Small effect    ||
     15|| Alpha - Normal          || No effect       ||
     16|| Plain  Normal `#8080ff` || No effect       ||
     17
     18Full transparency (Alpha at `#000000` (Black)) means maximum depth.
     19No transparency (Alpha at `#FFFFFF` (White)) means no parallax.
     20
     21To disable parallax completely you need to use a [wiki:MaterialSystem material] without:
     22
     23{{{#!xml
     24<define name="USE_PARALLAX" value="1"/>
     25}}}
     26
     27== Tips ==
     28
     29* Baking the ambient occlusion (AO) of a more detailed mesh works nicely as an alpha channel mask.
     30* Just like for the normal avoid noisy alpha channels, and prefer clean simple ones instead.
     31* In GIMP, you can create your mask as normal channel on top of your existing texture, then paste it as a mask for another layer.
     32* If your texture uses parallax for everypixel, it's better to set the default alpha color to a medium gray (e.g. `#777777`) this way you have more control over depth. Anything below that value will be a crease, and anything above that value will be a bump.
     33* If you notice some weird glitches try the edge split modifier in Blender.
     34
     35== Caveats ==
     36
     37* Don't mirror UV coordinates when using parallax as it may generate a color discrepancy.
     38* Don't use parallax if you don't need to. Sometime a simple normal is all you need.
     39