[[TOC]] = Parallax Normal Maps = == Introduction == The 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. == Examples == **Important**: The parallax map only work if there is actual normal information: ||= Combinations =||= Result =|| || Alpha + Normal ||[[Image(parallax.png, 200px)]] || || Normal ||[[Image(normal.png, 200px)]] || || Alpha Only ||[[Image(alpha-only.png, 200px)]] || || Plain Normal `#8080ff` ||[[Image(nothing.png, 200px)]] || Full transparency (Alpha at `#000000` (Black)) means maximum depth. No transparency (Alpha at `#FFFFFF` (White)) means no parallax. To disable parallax completely you need to use a [wiki:MaterialSystem material] without: {{{#!xml }}} == Tips == * Baking the ambient occlusion (AO) of a more detailed mesh works nicely as an alpha channel mask. * Just like for the normal avoid noisy alpha channels, and prefer clean simple ones instead. * 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. * 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. * If you notice some weird glitches try the edge split modifier in Blender. == Caveats == * Don't mirror UV coordinates when using parallax as it may generate a color discrepancy. * Don't use parallax if you don't need to. Sometime a simple normal is all you need.