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parallax interiors test (read description)
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1,018 Views • Nov 2, 2020 • Click to toggle off description
UPDATED VERSION:    • more parallax interiors (read descrip...  

here's an article: simonschreibt.de/gat/windows-ac-row-ininite/

quick proof of concept for parallax (basically fake 3d) interiors viewed through windows, as seen in games like saints row 3, forza horizon 4, and spiderman ps4.

it's just a texture of a room on a flat plane with a heightmap and parallax occlusion mapping. you can see a similar effect on stuff like bullet holes. this is a worst-case scenario of a massive, clear plane, so it looks horrid here, but it can look pretty convincing if you do it well.

more to come if i find a practical implementation
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Views : 1,018
Genre: Gaming
Date of upload: Nov 2, 2020 ^^


Rating : 5 (0/36 LTDR)
RYD date created : 2023-10-14T19:45:41.626591Z
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YouTube Comments - 8 Comments

Top Comments of this video!! :3

@Xilandro

3 years ago

I love it!

3 |

@lawrenicium9460

2 years ago

Really nice work, textures are really smart these days

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@cuihong4795

3 years ago

Looks great! Could you share your experience of the room heightmap creation?

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@jackwong5816

3 years ago

Very nice, but I'm more interested in your fire barrel. You can add a Planar Collider, and make the sparks hit the ground, and fragment. Also, your flames are nice but if you use a UV Constant (anim) each flame can run an animated sequence, just like modern games. I don't often run into fellow NV modders who know about shaders, parallax, vfx, and so on. Happy to see you making such posts! As far as a practical application for parallax, there are a few. Ceilings, walls, floors, etc. Most effective on things that are flat in nature, or the player cannot get too close to. For fake rooms, it could be used to an extent for those boarded-up windows on houses, letting the player peek into a fake interior. Subtle, and the boards will help hide most flaws. The vanilla game could massively benefit to parallax on countless things though. From wood plank floors, to tilesets with a lot of screw/bolt heads, and ceilings with major degradation. However the Passes & Scale values used in Nifskope would be far far different from what you are using here, and what bullet holes use too.

2 |

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