Parallax Delta Depth Node
Description
This node calculates the UV offset for a certain UV channel. This channel should then be subtracted from the UV of the texture to which the parallax occlusion mapping is to be applied.
In most cases it's enough using the Parallax Occlusion Mapping node.
- Data View Tangent Space - a View vector in Tangent space should be connected here.
- Data UV - input UV to which the parallax effect is to be applied.
- Data Max Layers - number of parallax layers, when we look at the surface at a steep angle. Higher values increase quality but reduce performance.
- Data Min Layers - number of parallax layers, when we look at the surface orthogonally. Higher values increase quality but reduce performance.
- Data Noise - noise intensity value for building parallax layers in the [0, 1] range.
- Data Scale - depth value (in meters) to which the surface is to be deepened visually if the corresponding texel of the heightmap is black.
- Data Screen Coord - the Screen Coord node should be connected here.
- Data UV Aspect Ratio - texture aspect ratio. Should be equal to 1, for a square texture.
- Texture Height - heightmap texture, where R channel stores concavity values. Black - maximum concavity, white - no parallax effect is applied.
Last update:
19.04.2024
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