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Author Topic: Parallax Occlusion Shader  (Read 3706 times)

« on: March 17, 2010, 07:41:51 PM »
ok finally got around to finnishing off the small demos, nothing flash just to show how they work.

project contains 4 projects demonstrating 4 techniques...

1. directional light
2. point light attached to player camera
3. point light imposters for static object
4. cube spot light

edit:oh and it's shadermodel 3.0 minimum, 3DRad v6.44. you will have to mess araound with the parameters in the script to find the best performance for your hardware.

happy mapping!


genetransfer.
« Last Edit: August 13, 2011, 06:01:32 PM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #1 on: March 17, 2010, 09:58:59 PM »
Excellent.

Out of interest how did you create the normal maps? They seem to be a combination of bump and normal.
« Reply #2 on: March 17, 2010, 10:22:15 PM »
most of the textures included are from the dxsdk samples I converted them to .dds format. but in a nutshell the normal map has an alpha chanell in .dds format black is transparent and white opac. the parallax shader uses the alpha channel to create depth alpha is depth intesity. it's always a good idea notuse hard edges for depth as the samples are not blended aswell as if useing a sloping depth. that's why I recomend useing crazy bump to extract all the height data and edit in photoshop.hope that helps either way trial and error is the best way to figure it out, it's what I did.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11

Mic

« Reply #3 on: March 18, 2010, 07:56:07 AM »
Excellent.

Out of interest how did you create the normal maps? They seem to be a combination of bump and normal.
You can find some great videos on what and how to create normal maps. I uploaded a tutorial way back: http://www.youtube.com/watch?v=66ulKGSkJVo
« Reply #4 on: March 18, 2010, 03:14:04 PM »
where do you put this folder to get it to work in rad?
or is it a solo thing?
i downloaded it, but can't figure it out...  ???
« Reply #5 on: March 18, 2010, 03:24:02 PM »
just copy the folder "3drad_res" to your "3drad" folder and click yes, then load up the project

I get a message to upgrade my hardware on my netbook plus a replacement model, so thats quite good that people can still play the game if someones playing the game on old hardware :)
« Reply #6 on: March 18, 2010, 03:31:10 PM »
got in just before me Bootnut, yes what bootnut said  :).

Quote
I get a message to upgrade my hardware on my netbook plus a replacement model, so thats quite good that people can still play the game if someones playing the game on old hardware
yeah I just wanted to show how you can use a method to either choose another shader or just show a message if you don't want to support aother shader models. :)
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #7 on: March 18, 2010, 04:20:35 PM »
also here is a project that will help if you want to create a depth texture from a 3d object...
controls are on the screen...
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #8 on: March 19, 2010, 03:59:25 AM »
got in just before me Bootnut, yes what bootnut said  :).

Quote
I get a message to upgrade my hardware on my netbook plus a replacement model, so thats quite good that people can still play the game if someones playing the game on old hardware
yeah I just wanted to show how you can use a method to either choose another shader or just show a message if you don't want to support aother shader models. :)

very nice touch i thought, i will try to run it on my propper PC at the weekend
« Reply #9 on: March 19, 2010, 03:12:33 PM »
cool Bootnut hope it goes well!

also I should mention for those who have 6.41 the shader scripts are in the source folder in .txt format so if you can figure out what to link to the script you should be able to use it as well. you should only have to link the skinmesh to it first and the textprint object second. and put the included objects/textures in the appropriate places.

edit: and the spot light demo needs a camera(fps will do) so skinmesh first,camera second and textprint third on that one.
« Last Edit: March 19, 2010, 03:17:19 PM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #10 on: March 21, 2010, 02:34:03 PM »
Wow these are great Genetransfer :)
Really oustanding stuff!!
« Reply #11 on: July 10, 2011, 07:56:51 PM »
Quote
PM From Daniel:
Rush3Fan,
Could you upload Genes shader library to 3drad forum? Gene does not mind. He is working on his own game engine now. An those shaders are super helpfull.

Alright, well, thanks to my habbit of never deleting anything, I have found the original files on my 2TB backup drive.



Here are the original files for the Parallax Occlusion Shader. Enjoy. 8)
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