Bump mapping

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Mistahtokyo
Posts: 139
Joined: 07 Sep 2013, 18:31

Re: Bump mapping

Post by Mistahtokyo »

Greendogo wrote:displacement mapping and tessellation
:drool: (We need a drool smiley)
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Greendogo
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Joined: 26 Aug 2011, 02:04

Re: Bump mapping

Post by Greendogo »

Or is that a ridiculously hard thing to do?
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Br0ken
Posts: 243
Joined: 02 Apr 2012, 05:54
Location: Siberia

Re: Bump mapping

Post by Br0ken »

A very interesting technique - Self-shadowed Bump Mapping (used in Source engine)
"Self-shadowed Bump Maps create soft shadows and ambient occlusion with both dynamic and pre-calculated radiosity lighting."
In my amateur opinion, it would be nice to see this in OpenMW.
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Markelius
Posts: 58
Joined: 19 Mar 2013, 09:13

Re: Bump mapping

Post by Markelius »

Idk if Parallax Occlusion Mapping has been mentioned in this thread but I'd really like to see it available in OpenMw. From what I've heard it eats FPS pretty badly but used sparingly on certain objects it could add a lot of depth.

Can't wait to try out the use of normal and parallax maps though! Now I just have to get OpenMw actually running on my comp. :P
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sirherrbatka
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Joined: 07 Aug 2011, 17:21

Re: Bump mapping

Post by sirherrbatka »

A very interesting technique - Self-shadowed Bump Mapping (used in Source engine)
Ok, that is very interesting.
SquireNed
Posts: 403
Joined: 21 Dec 2013, 22:18

Re: Bump mapping

Post by SquireNed »

Blender has some really cool features involving bump mapping and true depth in its experimental branch, but I'm not sure how feasible they are to integrate at runtime.
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