• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Migi0027

HLSL - Convert Normal map to Parallax Occlusion Map

5 posts in this topic

Hi guys! happy.png

 

Just a quick question.

 

I've had parallax occlusion mapping implemented for a while now, but I soon realized that problems came, not every artist wants to create a parallax occlusion compatible map just for some bricks, they've already made some normal maps, but unfortunately they aren't compatible. (Not that I know of...)

  • So how would you be able to convert a normal map to a pom map in realtime, preferably in hlsl?
  • Is the performance worth it? dry.png

I've seen some offline examples, but again, is this possible in runtime?

 

Thanks, as usual.

-MIGI0027

0

Share this post


Link to post
Share on other sites

You just need a height map for POM, so there's nothing to "convert" really. You can put the height value in the alpha channel of the normal map if you want as a convenience/optimization, but you can also keep it separate. Usually normal maps are generated from height maps, so your artists should be able to get you one. If you're using a tool like xNormal to bake a normal map from a high-poly mesh it can spit out a height map for you. Or a tool like CrazyBump can try to auto-generate a height map from a color map, although this is an imperfect process. Usually these sorts of tools first generate a height map when you ask them to make a normal map from a color map, and they typically do this by generating height values based on the luminosity of the texel.

2

Share this post


Link to post
Share on other sites

Well that was what I was fearing. MJP: About putting the height in the alpha channel of the normal map, that would be a useful way without wasting any (almost) resources, the only problem is if I don't have a heightmap, just the normal map.

 

Anyway, thanks for giving me this information. smile.png  

 

-MIGI0027

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0