demostenes Posted February 13, 2016 Share Posted February 13, 2016 I think paralax shader can be improved, see screenshot (proper intersection with other surface). Also shadows and SSAO are interacting with paralax in not optimal way. Link to comment
silent Posted February 17, 2016 Share Posted February 17, 2016 Hi Jirka, Parallax is very performance unfriendly effect. Sure, there is a room for improvements in parallax material, but right now it is not a priority feature, I'm afraid. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted February 17, 2016 Author Share Posted February 17, 2016 Hi Jirka, Parallax is very performance unfriendly effect. Sure, there is a room for improvements in parallax material, but right now it is not a priority feature, I'm afraid. Tesselation is more performance friendly? Link to comment
silent Posted February 18, 2016 Share Posted February 18, 2016 Hi Jirka, It depends on overall scene complexity, tessellation factor and so on. For that particular usecase that you show on the screenshot (if you want to get correct lightning, SSAO and interscections) the best solution in terms of visual quality and performance will be to create meshes with required geometry in DCC tool and then just import it into the engine. We understand the importance of the improving the parallax material - I've already added this feature to our internal TODO list. Sorry for the inconvenience caused. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted February 18, 2016 Author Share Posted February 18, 2016 Thanks, no problem. I am using parallax materials only in LOD0, so performance impact is small. When I have time, I will try to make performance comparison of paralax vs tesellation vs geometry on the same object. But it is very low priority for me now. Link to comment
demostenes Posted April 1, 2016 Author Share Posted April 1, 2016 http://www.qt-ent.com/Rome/pom.jpg Probably heavy, but it is worthy :) Link to comment
silent Posted April 1, 2016 Share Posted April 1, 2016 Hi Jirka, I think you can already achieve that kind of look with existing parallax shading as well :) Or maybe you can specify what exactly special on this screenshot?Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted April 1, 2016 Author Share Posted April 1, 2016 Hi Jirka, I think you can already achieve that kind of look with existing parallax shading as well :) Or maybe you can specify what exactly special on this screenshot? Thanks! Edges. I wasnt able to achieve "connected edge". Maybe I am doing something wrong. Link to comment
silent Posted April 4, 2016 Share Posted April 4, 2016 Hi Jirka, Oh, I see. The "connected edge" currently can't be achieved if you are using regular meshes with sharp edges. Our artists prepared small sample (just create new project in SDK browser called parallax_sample and replace data with attached archive) to demonstrate similar effect. The parallax shader that will provide similar results without modifying content (original mesh) indeed will cause significant performance drop, because of the complexity of algorithms. parallax_sample.zip Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
cinetec_tech Posted May 24, 2016 Share Posted May 24, 2016 hi Silent: Is that possible to have the cut out effect without modify the UV of the mesh? currently looks the cutout only happen at the edge of uv. check the image from your sample Link to comment
silent Posted May 25, 2016 Share Posted May 25, 2016 Hi Cinetec, It's not possible currently to achieve cut out effect without UV modification. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
silent Posted July 28, 2016 Share Posted July 28, 2016 Improved parallax will be available with 2.3 SDK update (already available in 2.3-beta and 2.3-beta2: https://developer.unigine.com/forum/topic/3953-unigine-23-beta/). How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
cinetec_tech Posted July 28, 2016 Share Posted July 28, 2016 Improved parallax will be available with 2.3 SDK update (already available in 2.3-beta and 2.3-beta2: https://developer.unigine.com/forum/topic/3953-unigine-23-beta/). hi Silent: Does the improved parallax fixed the problem i mention above? Link to comment
silent Posted July 29, 2016 Share Posted July 29, 2016 cinetec_tech I'm afraid, this "problem" is not currently solved. It can be done via modifying mesh topology manually. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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