:drool: (We need a drool smiley)Greendogo wrote:displacement mapping and tessellation
Bump mapping
- Mistahtokyo
- Posts: 139
- Joined: 07 Sep 2013, 18:31
Re: Bump mapping
Re: Bump mapping
Or is that a ridiculously hard thing to do?
Re: Bump mapping
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.
"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.
Re: Bump mapping
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.
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.
- sirherrbatka
- Posts: 2159
- Joined: 07 Aug 2011, 17:21
Re: Bump mapping
Ok, that is very interesting.A very interesting technique - Self-shadowed Bump Mapping (used in Source engine)
Re: Bump mapping
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.