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Self shadowing bumpmapping updated
Thursday, January 15, 2004 | Permalink

The self shadowing bumpmapping demo has been updated to support offset mapping too, which further improves the sense of depth in the picture, and isn't very expensive either.



Enter the code below

Saturday, January 17, 2004

Andrey S,
maybe I'm just blind, but I don't see any significant difference with your code. I mean, it looks a little different in certain places, but it's not like I can say it looks better or worse.

Saturday, January 17, 2004

A very nice bumpmapping technique Humus! I'm not too familiar with this "offset" technique, but does it just multiply different areas of the heightmap with some sort of constant?

Saturday, January 17, 2004

It's very simple. It just offsets the texture coordinates according to a height map. The essence of the technique lies in these lines in the shader:

float height = tex2D(Elev, texCoord);
float2 newTexCoord = texCoord + viewVec.xy * (height * 2.0 - 1.0) * 0.04;

Tuesday, January 20, 2004

looks very nice
keep up the good work!!

Wednesday, January 21, 2004

Damn, looks bloody great! Even better than before

Wednesday, January 28, 2004

Looks good... personally, I like it better without self shadowing on (don't know why, but I think it gives the scene a "cartoony" look)

Monday, February 13, 2017


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