Recently I've been screwing with HWM, and wirnkle maps and the such. Cra0Kalo told me about displacement maps and how he didn't know how to get them them working, so I made it my task. If you don't know what parallax mapping is, Google is your friend. Basically it's like a bumpmap but instead of faking it with lighting, it creates real geometry.
I am pleased to say I managed to get it working. The model in this following video is a flat box with a bumpmap and displacement map applied.
Now the comparison:
[media]http://www.youtube.com/watch?v=UXKviuIeDYQ&hd=1[/media]
Cra0 is working on a wrinkle map tutorial, and we'll include this in that tut. Stay tuned.
Related: [url]http://facepunch.com/showthread.php?t=1279156[/url]
You're my hero.
Nioce.
[I]Wrinkle maaaps![/I]
That is fantastic, I would never have figured Source could make use of parallax.
FUCKEN WELL DONE MATE!
Anyway back to wrinkles I don't think I posted this before
[url]http://facepunch.com/showthread.php?t=1279156[/url]
I remember someone wrote up a shader for source way back in like '06 that implemented parallax mapping.
I used it to make some particularly gruesome terminator skins.
[img]https://dl.dropboxusercontent.com/u/21161113/random/gm_construct0311.jpg[/img]
I'd be neat to re-integrate them again in different ways now, I suppose.
[QUOTE=A big fat ass;41063221][I]Wrinkle maaaps![/I]
That is fantastic, I would never have figured Source could make use of parallax.[/QUOTE]
It's been possible in Source since the beta, but if I remember correctly Valve scrapped it because it was simply too expensive for the hardware at the time.
It's great to see it being brought back though! I'm wondering though, are there any benefits beyond smaller file sizes?
[QUOTE=Maloof?;41063694]It's been possible in Source since the beta, but if I remember correctly Valve scrapped it because it was simply too expensive for the hardware at the time.
It's great to see it being brought back though! I'm wondering though, are there any benefits beyond smaller file sizes?[/QUOTE]
Using it with flexes on faces works really well. There's a vmt param for using them with wrinkle maps.
Would there be a way to work the wrinkles and/or parallax mapping to simulate wrinkles on clothes?
[QUOTE=Masterlegodude;41064395]Would there be a way to work the wrinkles and/or parallax mapping to simulate wrinkles on clothes?[/QUOTE]
Yes however you would need to control the cloth movement via a vertex animation
[QUOTE=cra0kalo;41064642]Yes however you would need to control the cloth movement via a vertex animation[/QUOTE]
Or a lot of bone rigging.
That's some sexy stuff!
I'd love to try out this soon.
This would be very useful on characters to push out some muscular details (or even skin pores, haha) with displacement maps. (;
I'd love to know how you did this because I am trying to make a hi res texture pack for half life 2 and adding something like this to most of the textures in the game will really make it great. I have a post on gamebanana about it here: [URL="http://hl2.gamebanana.com/threads/190095"]http://hl2.gamebanana.com/threads/190095[/URL] I've been trying for a while to get it all to work but it isn't going well =/.
[QUOTE=cloud6625;41154057]I'd love to know how you did this because I am trying to make a hi res texture pack for half life 2 and adding something like this to most of the textures in the game will really make it great. I have a post on gamebanana about it here: [URL="http://hl2.gamebanana.com/threads/190095"]http://hl2.gamebanana.com/threads/190095[/URL] I've been trying for a while to get it all to work but it isn't going well =/.[/QUOTE]
This is (supposedly) related to HWM, so I assume it only works on DMX models.
[QUOTE=latuska90;41151891]This would be very useful on characters to push out some muscular details (or even skin pores, haha) with displacement maps. (;[/QUOTE]
Pores should be done in Normalmaps, not actual displacement.
this is absolutely amazing as well as wrinkemaps implementation! How is tutorial writing going? Can't wait to test it myself!
Don't mix Displacement mapping together with parallax mapping, they shade in different ways. Displacement mapping actually raises the geometry of polygons as they increase the amount of polygons in terms of tessellation for the geometry and make an object rounder, while parallax mapping just fakes the look of heightened geometry.
Parallax mapping and Displacement mapping has different looks to their maps, parallax has a more colorful look to it with some green and red added in there, while Displacement maps are grey scale height maps.
Parallax Mapping
[url]http://en.wikipedia.org/wiki/Parallax_mapping[/url]
Displacement mapping
[url]http://en.wikipedia.org/wiki/Displacement_mapping[/url]
[url]http://www.marmoset.co/toolbag/learn/displacement[/url]
Now I'm wondering, if the source engine can support some Derivative maps(alternative to normal mapping) I want to use for my mod.
We can't wait for solution. Could you make a tutorial?
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