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Member Since 20 Oct 2006
Offline Last Active Apr 14 2016 03:26 PM

Posts I've Made

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?



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

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

01 January 2015 - 05:03 PM

Additionally, I've found out you need to divide the offset by the tiling of the base map to avoid swimming on detail maps when you tile the base map. Just keeps getting more complicated. :(

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

01 January 2015 - 04:07 PM

That seems to have done the trick. I originally shied away from that option since I am doing this in Unity, and they hide texture transforms inside a macro. I'll just need to write my own.


Thanks for the help. 

In Topic: [SOLVED] Area Light, Representative Point, Blinn-Phong

07 September 2014 - 01:05 PM

Okay, I've sort of solved it myself. Basically, I found a way to apply Beckmann roughness to Blinn Phong. This modifies the normalization term to be the way the Epic described in their paper for GGX, so I suspect the same trick they used should now apply. For anyone who is interested, here is where I found my answer:

In Topic: [SOLVED] HDR PBR, exceeded FP16 range

11 January 2014 - 11:20 AM

Well I feel silly about this. It turns out that it was a bug unique to Unity3D because of code they want you to add when doing custom forward lighting. Basically, they have you put the luminance of the specular lighting in the alpha channel of the lighting function's color output. Apparently this breaks down if the specular lighting has a ridiculously high value. Once I removed this, it started working fine again.