Parallax Occlusion Mapping - showed & explained !!!!!
HTML-код
- Опубликовано: 8 сен 2024
- This technique is used to add more detail beyond normal map and without adding any extra geomtry
You can add this effect simply by using height in standard material in Godot
Here I tried to explain to you how this method works so you will have a better understanding of this method
Brick texture download link:
ambientcg.com/...
POM is a great technique, I think the truly important part with using it is properly blending it into your environment. At the edges the illusion begins to break down.
Glad you like it
Really nice video, thank you so much!
Thanks, gonna add it to my game engine. 😊
Would love to see a video on a custom shader for a POM Decal.
I know Godot doesn't support POM for decals.
Could you maybe make a video that has a shader that subdivides and displaces a mesh based on how close it is to an edge, and otherwise uses POM?
That way we could have higher detail at the edge and the illusion of POM at the center of the mesh.
As I understant you ask to have a kind of tesselation shader on mesh, unfortunatly this feature is not supported by Godot, But in future of Godot 4 maybe this will be possibile with compute shader
@@mohsenzare2511 ah thanks for clarifying! You should do a video on your background and how you learned all of these techniques too! Would be cool to understand your path and how it could apply to others as well.
@@solitary200 Yeah why not
Maybe in future I will do that
Is it possible to do that with decals?
I'm using Decal Machine in Blender and it is fantastic to add detail with decals with POM, but I can't find out how to do that in Godot.
There is a decal node which you can use, But I don't think you can create a shader for that you can only assing some decal texture to it!
@@mohsenzare2511 I've seen those! But there is no pom texture slot. I wonder how it could be implemented.
Nice video, Mohsen! Do you have some code available to see how it's properly done in Godot? I get it conceptually, but not sure how to put it all together.
Thanks
just create this with standard material and convert that to shader material
the shader code automatically will generated for you
@@mohsenzare2511 Thank you! I'll give that a try.
@@mohsenzare2511 Well, that was easy. I didn't know you could convert the material back to shader. Always something new to learn. Thanks again for the info!
@@shoopwhoop8115 your welcome man
что лучше по производительности?
occlusion или классическая lowpoly 3d mesh ?