OSP Shaders Tama's Shaders (Dynamic Parallax Occlusion & Parallax & SSAO)

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wiener_snitzel said:
Cant wait too try out  :iamamoron:

:smile: To put you at ease I've implemented a way to pass the required parameters from the material to shader using SpecColor. :smile: It works quite well.

But for the terrain version, I feel guilty because I've been playing too much and developing so little :grin:
 
Sorry I kinda got bored and moved on to playing some other games. So I'm releasing dynamic parallax occlusion without terrain, indoor versions. The added shader is derived from bump_static. So it works perfectly where bump_static shader is being used. And it's called bump_static_parallaxOcclusion.

https://1drv.ms/u/s!AuvC0xVuBv2EyvZw-OShl3XLKnXStw - Added Dynamic Parallax Occlusion 11-Dec-16
 
HyperCharge said:
Sry for necro, I tried the new version and I found sth weird;

http://makeagif.com/i/UCUZ_C

That is perfectly normal behavior for Parallax Occlusion, nothing weird there, at least technically. Parallax works best with flat surfaces. Normally that wall shouldn't have a parallax shader, but it would have been difficult to go one by one to all brf files and separate what mesh should get parallax and what shouldn't.
 
Tama said:
HyperCharge said:
Sry for necro, I tried the new version and I found sth weird;

http://makeagif.com/i/UCUZ_C

That is perfectly normal behavior for Parallax Occlusion, nothing weird there, at least technically. Parallax works best with flat surfaces. Normally that wall shouldn't have a parallax shader, but it would have been difficult to go one by one to all brf files and separate what mesh should get parallax and what shouldn't.

I didnt know that. Thanks for reply. :smile:
 
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