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>> No.681707 [View]
File: 769 KB, 3201x1312, Parallax Occlusion Mapping.jpg [View same] [iqdb] [saucenao] [google]
681707

>>681006
In a similar vein, I've also found a nifty setup for some parallax occlusion mapping as well (pic related). Once again, like the interior mapping, it's far from perfect (lacks some self shadowing in crevices and stuff), but works perfectly fine within Eevee which is a plus. If anything, it should tide things over until something similar is added officially, since they're "working on it".
I haven't had a chance to use it in a project yet, but I've played around with it and it's pretty easy to understand.
Just make sure to swap out the texture inside the nodegroup that's duplicated like 20 times. It uses a height/displacement map. The output from the main node can be used straight up as the vector input for the regular PBR textures.

https://blenderartists.org/uploads/default/original/4X/7/2/7/727bf3d649254219cf02b4b6e23902ef26062086.blend

Here's the original thread.
https://blenderartists.org/t/3d-surfaces-on-a-flat-plane/1116277/3

Like last time, hopefully someone finds a use for it.

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