View Full Version : Normal mapping ?..psshh...Relief Mapping !
McIlroy
07-23-2006, 11:17 PM
I was looking at some info on Crysis when I seen a link to a site which has a guy who is developing relief mapping . I did'nt think much of it at first ( just another tech demo which won't be used real-time for a long time ) until I seen these videos !
http://www.fabio.policarpo.nom.br/files/reliefmap4.zip
http://server1.download.filefront.com/ak...pping_video.zip (http://server1.download.filefront.com/akstuxpqyu+/gamingfiles/Quake_4/Media/Video/quake4_reliefmapping_video.zip)
This is the developers website
http://www.inf.ufrgs.br/~oliveira/RTM.html
and here where you can download the Quake 4 Relief Map mod which i must say f-ing kicks ass man !
http://forums.filefront.com/showthread.php?s=&threadid=257871
Tulkamir
07-24-2006, 12:15 AM
Erm... video doesn't work for me. And what exactly is the reliefmap4.zip file all about? Is it for Maya, Max, etc??
Joao Sapiro
07-24-2006, 03:15 AM
this is old news baby ! still owrth admiring every single day eheh
CheapAlert
07-24-2006, 09:16 AM
relief mapping isn't all that practical to use on characters though. /images/graemlins/frown.gif
JordanW
07-24-2006, 10:22 AM
relief mapping isnt all that practical period. Aparently having to look up the direction the viewport is coming from, then displace the actual texels of the model, and occlude what cannot be seen is quite expensive /images/graemlins/smile.gif esp, compared to normal mapping.
McIlroy
07-25-2006, 05:33 AM
Might not be a technology that has reached it's time but it will deffinatly replace normal mapping . I mean after watching the before and after of the videos no doubt relief mapping is vastly superior . Also i had the sneaky feeling this was old but I could'nt find any threads on it .
Joao Sapiro
07-25-2006, 05:37 AM
it isnt fancy shaders that makes stuff look good, but a good usage of the current technology.
McIlroy
07-25-2006, 06:09 AM
[ QUOTE ]
relief mapping isnt all that practical period. Aparently having to look up the direction the viewport is coming from, then displace the actual texels of the model, and occlude what cannot be seen is quite expensive /images/graemlins/smile.gif esp, compared to normal mapping.
[/ QUOTE ]
I ran it in Quake 4 on High Res and it works just fine for me . A little slow down when all the action and affects are on like in a fire fight with a lot of demons but really I was still getting 30 fps at least . I don't even have a top of the line computer more middle higher end . So im not sure what your talking about I actually have this up and running and it works great !
[ QUOTE ]
but it will deffinatly replace normal mapping .
[/ QUOTE ]
Can I borrow your time machine please?!
Your sneaky feeling was correct.
A quick search brings me to http://boards.polycount.net/showflat.php?Cat=0&Number=109782&an=&page=&vc=1
While that's only 4 months old, I'm pretty sure this was also discussed last year...
rooster
07-25-2006, 01:08 PM
I'm still interested in silhouette mapping, whered that go!
malcolm
07-26-2006, 09:14 PM
By the time relief mapping is running smoothly on an environment with lighting you will be able to just model the surfaces, what's up with the push to make everything a flat quad and try to texture it to look like it's not?
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