Re: Test...
| Date : Fri, 26 Jan 2007 18:03:05 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Daniel Rind" <daniel.rind(at)chello.at> |
| Subject : Re: Test... |
The thing is really limited, though - it only works because the world X/Y coordinates match the texture X/Y coordinates in the sample (that's why the grid is upright, and not lying in the XZ plane...).
Ciao, Daniel!
----- Original Message ----- From: "Kim Aldis" <XSI(at)kim-aldis.co.uk>
To: <XSI(at)Softimage.COM>
Sent: Friday, January 26, 2007 5:53 PM
Subject: RE: Test...
Now you're just showing off.
Wasn't it you that did AO for the first time in the RT Daniel?
-----Original Message----- From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Daniel Rind Sent: 26 January 2007 16:40 To: XSI(at)Softimage.COM Subject: Re: Test...
OK, there's something really weird going on here... I'm trying to send as plain text now:
> That only 8bit data thing for the tangents is odd, since they use > float arrays... > on the other hand, that whole normal mapping technique is unprecise as > hell anyways, so I guess nobody will ever notice... ;)
From taking a look at the SDK docu, it seems that Vertex Color properties (like the tangent op generates) are stored as short int internally. Still, that should give 65k colors per channel, not 256...
> How about parallax mapping, can you shed some light on that technique?
André already explained it nicely.
I wanted to see if I could quickly mop up a rendertree that does parallax mapping, and it worked :) Looks quite nice, even.
Here's a quick render:
http://animus.brinkster.net/temp/Parallax.mov
I also put the scene up:
http://animus.brinkster.net/temp/Parallax.zip
You can play with the PARALLAX_SCALE and PARALLAX_OFFSET nodes to influence the strength of the effect.
Ciao, Daniel!
PS: Looking at the render tree can also cause nausea, headaches and/or breathing difficulties :P
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