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22 Dec 2024 00:08:39 EST (-0500)
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From: nemesis
Subject: Feature Request: Parallax Mapping
Date: 27 Aug 2009 13:39:07
Message: <4a96c4bb@news.povray.org>
with occlusion preferably:

http://ati.amd.com/developer/SIGGRAPH05/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf

No, I have no idea how feasible or realistic would it be to expect 
povray to have it.

-- 
a game sig: http://tinyurl.com/d3rxz9


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From: clipka
Subject: Re: Feature Request: Parallax Mapping
Date: 27 Aug 2009 22:29:10
Message: <4a9740f6$1@news.povray.org>
nemesis schrieb:
>
http://ati.amd.com/developer/SIGGRAPH05/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf


That article just inspired me to something completely different...


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From: nemesis
Subject: Re: Feature Request: Parallax Mapping
Date: 27 Aug 2009 23:00:00
Message: <web.4a9747396116399a4c8f68f10@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> nemesis schrieb:
> >
http://ati.amd.com/developer/SIGGRAPH05/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf
>
> That article just inspired me to something completely different...

Mission accomplished. :)


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From: clipka
Subject: Re: Feature Request: Parallax Mapping
Date: 27 Aug 2009 23:17:46
Message: <4a974c5a$1@news.povray.org>
nemesis schrieb:
>> That article just inspired me to something completely different...
> 
> Mission accomplished. :)

Sure? What I'm currently pondering has not much to do with displacement- 
or bump-mapping at all.


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From: Chambers
Subject: Re: Feature Request: Parallax Mapping
Date: 27 Aug 2009 23:46:03
Message: <4a9752fb$1@news.povray.org>
clipka wrote:
> nemesis schrieb:
>>
http://ati.amd.com/developer/SIGGRAPH05/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf

> 
> 
> That article just inspired me to something completely different...

Modeling that car? :)

...Chambers


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From: nemesis
Subject: Re: Feature Request: Parallax Mapping
Date: 28 Aug 2009 00:25:00
Message: <web.4a975b7b6116399a4c8f68f10@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> nemesis schrieb:
> >> That article just inspired me to something completely different...
> >
> > Mission accomplished. :)
>
> Sure? What I'm currently pondering has not much to do with displacement-
> or bump-mapping at all.

it still stirred your inspiration anyway... :)


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From: clipka
Subject: Re: Feature Request: Parallax Mapping
Date: 28 Aug 2009 02:32:08
Message: <4a9779e8$1@news.povray.org>
Chambers schrieb:
>> That article just inspired me to something completely different...
> 
> Modeling that car? :)

Naaah. It would look crappy - I'm no good at class-A surfaces.

I'll let you know what it is, in case I'm successful at it (otherwise 
I'd pretend I never even tried :-P)

I guess you folks would like it.


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From: triple r
Subject: Re: Feature Request: Parallax Mapping
Date: 28 Aug 2009 03:00:00
Message: <web.4a9780386116399a958421d50@news.povray.org>
I have no idea how it's done, but I always thought Rune's grass texture was a
neat idea:

http://runevision.com/3d/include/

Completely different, but it reminded me of it.  I wonder if it could be faked
in an *incredibly* roundabout way.

 - Ricky


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From: Chambers
Subject: Re: Feature Request: Parallax Mapping
Date: 28 Aug 2009 04:38:07
Message: <4a97976f@news.povray.org>
triple_r wrote:
> I have no idea how it's done, but I always thought Rune's grass texture was a
> neat idea:
> 
> http://runevision.com/3d/include/
> 
> Completely different, but it reminded me of it.  I wonder if it could be faked
> in an *incredibly* roundabout way.
> 
>  - Ricky
> 

Doesn't Megapov have an angle of incidence pattern that could prove 
useful for this?

...Chambers


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From: Zeger Knaepen
Subject: Re: Feature Request: Parallax Mapping
Date: 28 Aug 2009 12:08:42
Message: <4a98010a$1@news.povray.org>
"Chambers" <Ben### [at] gmailcom> wrote in message 
news:4a97976f@news.povray.org...
> Doesn't Megapov have an angle of incidence pattern that could prove useful 
> for this?

I've seen parallax mapping in MegaPOV, should still be online somewhere...

can't find it, but I still had it on my harddisk.  Apparantly it's just 
plain old POV-ray:
--- START CODE ---
#declare camPos=<.5,.15,-.1>*15;
camera {
 location camPos
 look_at <0,0,0>
}
light_source {<500,500,-500> rgb 1}

#declare Colour=function{pigment {
 checker rgb .5 rgb 1
 scale .5
 }}
#declare Height=
function {
 pigment {
  granite scale 5
 }
}
plane {
 #declare planeY = 0;
 y, planeY

 #declare camHeightAbovePlane = camPos.y - planeY;
 #declare bumpDepth = .5;
 #declare q = 1/(1 + bumpDepth/max(camHeightAbovePlane,.001));

 #declare camPosX = camPos.x; #declare camPosY = camPos.y; #declare camPosZ 
=
camPos.z;

 pigment {
  average
  pigment_map {
   [1
    function {
     Colour( camPosX + (x-camPosX)*(Height(x,0,z).x*(1-q) + q), 0, camPosZ +
  (z-camPosZ)*(Height(x,0,z).x*(1-q) + q) ).x
    }
    color_map {[0 red 0][1 red 3]}
   ]
   [1
    function {
     Colour( camPosX + (x-camPosX)*(Height(x,0,z).x*(1-q) + q), 0, camPosZ +
  (z-camPosZ)*(Height(x,0,z).x*(1-q) + q) ).y
    }
    color_map {[0 blue 0][1 blue 3]}
   ]
   [1
    function {
     Colour( camPosX + (x-camPosX)*(Height(x,0,z).x*(1-q) + q), 0, camPosZ +
  (z-camPosZ)*(Height(x,0,z).x*(1-q) + q) ).z
    }
    color_map {[0 green 0][1 green 3]}
   ]
  }
 }
 normal {
    function {
     Height( camPosX + (x-camPosX)*(Height(x,0,z).x*(1-q) + q), 0, camPosZ +
  (z-camPosZ)*(Height(x,0,z).x*(1-q) + q) ).x
    } -2

 }
 finish { ambient 0 diffuse 1 }
}
--- END CODE ---

I have no idea who wrote it.

cu!
-- 
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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