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(Plus I'm content with the default textures and am too lazy to make my own) I myself am not talented enough to figure it out. Why does nobody do this? Maybe it looks awful in practice. Now imagine a slightly darker line at the transition. As it stands, they just bump into each other and flow into each other, but they don't go together so it looks awful. And by that I kind of mean, make a line there. With things like Connected Textures and the like you'd think TP creators could find some way to sort of shade the corners or something, to make the line between different blocks less harsh.
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That's why I don't like high res textures. See that line between the brick building and the stone building? So hopefully we'll be seeing this in some of the next generation of games, as long as the gamemakers implement it and if the console supports it. You could see in the footage that, when wireframe was on, the number of triangles increased as the camera moved closer to the scene. That was displayed on the parent posts made by argo15, in the video he referenced.
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That way the closer you inspect an object, the finer the detail (to a point). The new features in DirectX 11 though allow for the displacement to be generated dynamically, relative to the player. Enough that until DirectX 11 it wouldn't be possible to use them in games, at least without serious hardware (and why implement a feature that only 1% of players could use). Yes (basically, though a bump map is actually a precursor to normal maps, and only reference 1 dimension instead of 3 when doing light calculation they look considerably more outdated), and for the second I don't know. Displacement maps correct that, improving on it by changing the actual geometry, like this cylinder.Įdit: /u/Dykam pointed out that Parallax mapping and normal maps are actually not the same thing my apologies, we haven't covered that in my classes yet, and I assumed it was another name for the same thing. The second block has normal maps, thus you can see the light undulate over the stone and reflect in different directions while the player moves around it, but at extreme angles it still appears flat and box-like. The first cube has no mapping at all, and therefore no shadows to extenuate the stone bricks. This video shows it quite nicely, and it's only 20 seconds long. Movies and what are referred to as pre-rendered cut scenes can do this, as they can take much more time to render each individual image and simply play back a video file. This however takes a bit more computational power, and hasn't really been utilized in games yet because you need to be able to render at least 24 images within a single second (60 per second for HD, typically) for motion to appear correct. If you were to walk around a cobblestone wall that has displacement mapping added to it, it would appear correct, with some rocks sticking out here and there and shadows correctly appearing where they should on the ground. This takes very little computational power and can be rendered, or drawn to the screen, with less effort.ĭisplacement mapping actually incorporates new triangles, new geometry, into the object, so that it looks correct at oblique angles and juts out, creating a more realistic image. Then you'll see that the wall is in fact flat. The illusion lasts until you look at the object from an oblique angle, like as you pass around the edge of a cobblestone wall. Parallax mapping, or Normal maps create accurate shadows which give the illusion of depth on an object.
#VANILLA NORMALS RENEWED PARALLAX MAPPING FULL#
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