A pack of nodes and materials in Cycles with Parallax Mapping.
Parallax Mapping is a way to distort the texture, so that it looks embossed into the surface. In contrast to BumpMap and NomralMaps this technique truly covers deeper points by higher points, without the use of detailed geometry.
It therefore enables detailed depthstructures without the need of high poly geometry.
keep the memory low and save rendertime, but when?
When should you use such materials? I recommend to use them, when you need much detail, but wont approach it closely with the camera.
As it works through distorting uvmap coordinates, it will have a small amount of distortion in the texture.
Closeups often show these distortions clearly. So try to avoid these.
But if the camera stays in a little distance to the model, you wont see it. this is quite relating to the resolution of the used texture, so compare it to the pixelresolution of the texture. Ofcourse the distortion will get too twirly if the depthvalue is exaggerated too extreme.
All the materials require a uvmap called "UVMap" on the applied Model. this map is going to be distorted according to the cameraangle.
There are two different nodesetups:
-one for textures,
- and one for procedural voronoi maps (for grass, fur, woods and crowds).
The easiest way to use the Materials for your purpose is to append them (file/append ... choose materiallibrary.blend/material/...) out of the materiallibrary-file included in the pack. it has 3 texture materials and 3 voronoi materials.
the textures and voronoi maps are placed deep inside the nodetrees. so i recommend changing textures via the texture panel in the properties window. i labeled the according imageslots diffusetexture and depthtexture. though there are several depthtextures listet, they are all the same. change one, and the others are changed also. note that the metalpipes texture-material is a material which additionally has a trasnparency enhancement along the visible edges of a model. therefor it even fakes depthbased transparency along the border of your model. it has a transparency value-node in the node setup, easily found in the node editor. Use it with care;) or be happy with the other two texture-materials.
heres a comparison video between normal maps, parallax maps, and polygon displacement:
and heres a guide how to implement the parallax node into your scenes:
0)use the Cycles renderer
1) append the material into your scene -file/append .... choose 05_materiallibrary.blend from the pack .... go to the material folder and select the desired material. hit append button on the top right to confirm.
2)apply the material to your model Go to the Material Tab of the Properties window and choose the Material from the List of Materials.
3) generate a UVMap The Material requires a UVMap which has the name UVMap. if your Model has no Map, just go to edit Mode, select all Faces or Vertices and hit U. choose an option to create the mapcoordindates, and Blender will Generate a Map called "UVMap" for you.
4)choose texture If you use a Textured Material, you can change the Texture inside the TextureTab of the properties window. In the list of Textures there are depthtexture and diffusetexture. the diffuse is your colored texture, while the depthtexture is the "depthmap" (lightness-inverted "heightmap"). deep areas should be white, flat areas should be black.
5)adjust parameters of your material. the convenient way to do so is to go to the node editor, where you get a good overview of the nodes, all at once. Be sure that the right material is selected.
-height: adjust the height value, using a depthtexture should be negative value (like -1 for example) negative values in height with a depthtexture turn out to work better in distortion, than positive values with a heighttexture. -normalfactor: the direction-factor along the surfacenormal. ("outwards") -offset: the direction-factor along a xyz direction. use a vectorinput at this slot for complex combing. -bump: a strengthvalue for the normal output which could be used in the normal inputslot of a shader. -ao: a darkening factor to darken deeper areas. -size: voronoimaterials (fur, grass and crowd) have a size value. this is the usual scalevalue of the voronoi texture. higher values make smaller dots.
No FAQ's found for this product.
Purchase this item to leave a review!