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Parallax Occlusion mapping


Imrinfected

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Fallout 3 had it so it might be in there. They didn't use it very much so it might just be used very rarely.

Oblivion had it as well.

 

I'm curious as to how it works if it is present. I tried experimenting with the method used in FO3 and Oblvion, but got nothing.

Oblivion did not use POM. It had a parallax mapping shader, but it wasn't POM. At the time Oblivion was released POM was only just demo'd. It was using parallax scroll mapping. :geek:

 

And how did you experiment with the method used in F3 or Ob? NiTexturingProperty nor BSShaderPPLightingProperty exist in Skyrim nifs.. What does exist is several unknown floats which appear to affect the material, the shader flags: which are just strings of numbers atm and have no names, and so on.

 

Anyway I have been looking into this. Many of the textures have a sort of height map in the the diffuse maps alpha channel. I have also found a _p.dds texture. That's about it. Several texture that you'd expect to have some parallax... just don't. Like cave walls.

Edited by Ghogiel
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Fallout 3 had it so it might be in there. They didn't use it very much so it might just be used very rarely.

Oblivion had it as well.

 

I'm curious as to how it works if it is present. I tried experimenting with the method used in FO3 and Oblvion, but got nothing.

Oblivion did not use POM. It had a parallax mapping shader, but it wasn't POM. At the time Oblivion was released POM was only just demo'd. It was using parallax scroll mapping. :geek:

 

And how did you experiment with the method used in F3 or Ob? NiTexturingProperty nor BSShaderPPLightingProperty exist in Skyrim nifs.. What does exist is several unknown floats which appear to affect the material, the shader flags: which are just strings of numbers atm and have no names, and so on.

 

Anyway I have been looking into this. Many of the textures have a sort of height map in the the diffuse maps alpha channel. I have also found a _p.dds texture. That's about it. Several texture that you'd expect to have some parallax... just don't. Like cave walls.

I tried added a height map to the diffuse alpha. It didn't do anything, of course. I also tried boosting the height through the blue channel of the normal, which obviously didn't work.

 

A _p texture though - that's interesting. Considering the naming scheme of the other textures (_n, _g), I can assume that that means "parallax".

 

What about those doors in nordic ruins? They seem to have a kind of depth to the texture. Surely that's not part of the actual geometry of the model. I looked at the textures and didn't find anything indicating parallax, however.

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