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Relief mapping on terrain issue

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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


[img]http://imageshack.us/a/img266/8122/relieferror.png[/img]


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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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.

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

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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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This topic is 1936 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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