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2,5D displacement?

Posted: Wed Nov 06, 2019 9:26 am
by Pixero
I just read that Corona 5 have 2,5D displacement that saves a lot of memory.
Anyone knows how it works?

Is it Steep Parallax Mapping or something else?

Steep Parallax Mapping looks pretty close to real displacement. See the links below.
http://graphics.cs.brown.edu/games/SteepParallax/
In the live example below click and drag the mouse to change occlusion amount. Notice the "displaced" edges.
https://www.shadertoy.com/view/MtXyz7

Re: 2,5D displacement?

Posted: Wed Nov 06, 2019 11:00 am
by JQL
Displacement is something seldomly used in images around here, so it needs some love in Thea too. I've had some issues with regular displacement and asked for Parallax displacement in the past.

The truth is that it's starting to play a big roll in architectural market.

For Substance Designer users it's really powerful to explore architectural surface possibilities using it for both accurate as well as randomly shaped displacement maps.

If both better, faster and easier to setup displacement was available (as in no subdivision needed would be great) things could boost a lot, especially if it also came with substance integration.

Re: 2,5D displacement?

Posted: Wed Nov 06, 2019 12:18 pm
by nigec
Not sure
I see Luxcore are investing a lot of time on displacement and already have distance based subdivision on the fly