Mythruna
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Author Topic: Chat Lounge  (Read 32730 times)
Rayblon
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« Reply #165 on: September 23, 2018, 10:04:21 AM »

POM is parallax occlusion mapping(It's usually bundled with self shadowing when applicable). Basically, POM lets you apply a surface map that the game will render in quasi-3d, despite the surface actually being flat. There might be a more efficient alternative in hardware tesselation, but I don't know enough about it to say. Here's a vod of it implemented in jmonkeyengine.
« Last Edit: September 23, 2018, 01:03:15 PM by Rayblon » Logged


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pspeed
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« Reply #166 on: September 23, 2018, 10:37:00 PM »

Mythruna already used parallax mapping.  Steep parallax mapping is just a flag but costs a lot and didn't provide much advantage.

Once one has already made their textures in such a way to reduce the parallax artifacts (it can't make pixels so there is always some ugly stretching for large relief) then the difference between them is minimal.

I guess in the video he's using standard parallax at the beginning and steep at the end but it's hard to tell.  The artifacts I'm talking about are the things that make the corners look like they have a satin finish or something.  I guess the steep flag does more lookups in the texture to avoid that.

Still, it's just a flag on the material.  It would already be available in the newer Mythruna engine where the materials were defined in config... except I forked the standard JME materials way back and never merged these newer features.

All of this is worth looking at.  It's just that on blocks, it always messes up at the corners/edges.
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Rayblon
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« Reply #167 on: September 24, 2018, 02:25:53 PM »

Quote

All of this is worth looking at.  It's just that on blocks, it always messes up at the corners/edges

I can confirm. It's definitely subtle, too, like you said, but having had a taste of it it's hard to return to 'flat' textures, even with pbr and normal maps.
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« Reply #168 on: September 24, 2018, 04:27:56 PM »

Just note that many of the Mythruna textures already use parallax mapping... just not steep parallax.  The rock texture, cobble, etc. all should have bump maps as well as normal maps.  If you toggle the render settings you should see them flatten out and get bumpy again.
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