lightmap Posted December 8, 2017 Share Posted December 8, 2017 Hello, Can you help me to get parallax effect look right? "scale" shifts geometry in negative direction (inside box) and no height parameter found - so parallax can't get off mesh geometry like it normally do Link to comment
silent Posted December 11, 2017 Share Posted December 11, 2017 Where did you get such texture? It doesn't look like a proper heightmap for parallax shader. You can check for the correct textures in samples_2/materials/pbr_materialballs example. 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
lightmap Posted December 11, 2017 Author Share Posted December 11, 2017 Hello this texture generated like heightmap, "proper heightmap for parallax" - mean store height in R channel? or something else? https://developer.unigine.com/en/docs/2.6/content/materials/library/mesh_base/?words=parallax#parallax_mapping - "height" slider is missing in editor "samples_2/materials/pbr_materialballs" - where is that ? download samples_demo there example with rock texture in textures folder - cant find where height texture is, only rock_alb, rock_met, rock_n - where rock_h/rock_dis?, in materials folder - no *.mat named rock - how can I find material properties or used texture names? in pbr_materialballs.world - material referenced as material="8230661da494b0c1e2c7ac49ce3a4fd5bbaa36ee" its unusable to find proper *.mat file ... Link to comment
silent Posted December 11, 2017 Share Posted December 11, 2017 Height slider is named differently (Parallax Scale) in 2.6.0.1 due to small bug (it will be renamed back to Height with 2.6.1 update). For the parallax textures, you can find them in the textures folder with _h, _p postfix. I've attached some of them to this post (they also can be viewed with a help of ImageView app located in <SDK_Install_Dir>/bin directory. Thanks! bricks_h.dds manhole_p.dds 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
lightmap Posted December 11, 2017 Author Share Posted December 11, 2017 Thanks for feedback, I used bricks_h.dds and to me it still looks wrong, at some sides parallax shifted inside geometry, at other side it remain flat edge (state->parallax->cutout turned on) tuning of what parameter are needed? Link to comment
silent Posted December 12, 2017 Share Posted December 12, 2017 That's known limitations of real-time parallax effect. Unfortunately, there is nothing we can do here due to complexity of calculations. You can easily do some walls or small flat objects that can be attached to floor / walls. Please, keep in mind that cutout will work correctly if you edge of the object is matching the UV border (like our default box primitive): 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
lightmap Posted December 12, 2017 Author Share Posted December 12, 2017 thanks, Quote edge of the object is matching the UV border does that mean - special uv cords per parallaxed mesh,... like - whole texture per side? no complicated uv unwraps? I thought parallax can move pixels outside mesh plane, or it different technique? reliefmapping? Link to comment
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