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Relief mapping on terrain issue


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#1 cod1   Members   -  Reputation: 110

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Posted 27 September 2012 - 12:08 PM

Hi all, I just started extending unity's terrain system in order to achieve a visual effect as the one of Cryengine 3. So, the point is that tessellation is too expensive, parallax mapping isn't so good, but I just met a article of FABIO POLICARPO, teaching me relief mapping. However it works greatly on flat and curve meshes, but on the terrain it looks like that


Posted Image


On the right u can see relief mapping applyed to a flat plane, while on the right u can see the same mapping applyed to the terrain. What's wrong with that? It just look as the texture twirls around the camera, and also while moving it looks a little ugly...

Thanks for your time and please could u also explain me interval mapping? Thanks again

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#2 jefferytitan   Crossbones+   -  Reputation: 2126

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Posted 27 September 2012 - 09:11 PM

I've been playing with (probably the same) relief mapping in Unity. I don't get the effect you are. I wonder whether you're using the wrong vector in your pixel shader, e.g. it's calculating it relative to a different camera position. Or possibly it has a hardcoded camera/lighting position because it's not designed for Unity. I recall I needed to make some changes.

#3 jefferytitan   Crossbones+   -  Reputation: 2126

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Posted 28 September 2012 - 12:34 AM

Oh, I'll refer you to my thread in case there's anything relevant:
http://www.gamedev.net/topic/628591-shader-limitations-and-best-practices/

#4 cod1   Members   -  Reputation: 110

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Posted 28 September 2012 - 02:02 PM

ok I solved it, here's a demo http://dl.dropbox.com/u/91501658/POM/WebPlayer/WebPlayer.html

however I still need to compute ray distance in order to create a LOD system and reduce impact on the gpu

PS have u got any suggestion to calculate occlusion?




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