• Create Account

n00body

Member Since 20 Oct 2006
Offline Last Active Jul 23 2016 08:33 AM

13 July 2016 - 02:49 PM

I already said the equation "a += lerp(0, b, mask);" was a mistake as I had briefly forgotten a basic math identity. Then someone replied before I could remove the thread. So while I appreciate the breakdown, it's for an erroneous equation that I don't plan to use.

13 July 2016 - 07:59 AM

Doh! Well that's embarrassing. Apparently experience doesn't stop you from forgetting basic math from time to time. >_<

As for Question 2, I guess it won't really matter either way. Thanks for the help.

In Topic: Lighting Prepass and PBR?

13 July 2016 - 07:22 AM

The problem you will run into is that LPP renderers don't have access to the material's f0/specular color during the lighting phase. Quality PBR generally requires this information be available in order to perform per-light fresnel calculations. Now you could go the cheap route by treating the f0 like a color tint and then multiplying it with the final accumulated specular lighting, but it won't look as good.

That's my two cents.

EDIT: As an example, Satellite Reign used such a system, and only had true fresnel on their ambient specular.

In Topic: ddx, ddy reuse for better performance?

06 July 2016 - 10:47 AM

Okay. Thank you for your assistance. ;)

In Topic: [SOLVED] Detail mapping + Parallax = Texture Swimming?

02 January 2015 - 10:16 AM

That's odd. I haven't needed to scale up the parallax factor in mine. I basically just do the following:

```float2 baseUV = uv0 * baseTiling + baseOffset;
float2 parallaxOffset = pom(height, heightmap, baseUV, viewDirTangent);

baseUV += parallaxOffset;
parallaxOffset /= baseTiling;

float2 detailUV = (uv0 + parallaxOffset) * detailTiling + detailOffset;
```

Am I missing something?

EDIT:

For clarification, I am using the following POM implementation:
A Closer Look at Parallax Occlusion Mapping

PARTNERS