From the examples I've seen, relief mapping definitely does that. Although I don't know if you could get any engine or shaders that could do that yet.
AFAIK parallax mapping doesn't modify shadows cast on the surface (although i guess that depends if the shadow is calculated before the shader shifts the co-ordinates), but Ben Cloward has a DX9 shader on his site which does parallax mapping. No shadows in real time in the Max viewport though.
I thought relief mapping was more for shifting virtual geometry (created by the normal) and adding in perspective to make it seem even more 3D - thus making the shadows moving a bi-product of the effect?
It sounds more like "displacement shadow mapping" is geared towards the shadow tech specifically.
I've worked on a game before that used self-shadowing parallax displacement...it's a very nice looking effect. It was easy to implement as an artist. You simply use a bump/height map plus a normal map. I assume that lots of game engines will soon feature self-shadowing displacement. mmmm.
The way offset/parallax mapping works is it displaces the UV co-ordinates to simulate parallax.
In this photoshop drawing:
-the green lines represent the effect of the color map (traditional texture)
-the shaded middle bit in the center is the effect of the normal map.
In the image to the far left you can see the green lines bend in perspective along with the normal maps bump.
In the image to the right you can see that the green lines do not bend with the normal map.
The parallax map allows an image top distory properly in perspective in relation to the normal map.
If you have played f.e.ar. then you have seen parallax maps in action. pay particular attention to their bricks, they have been parallax mapped beautifully
I will have a huge tutorial on all this stuff along with all my normal mapping tricks and photoshop swatches/actions and goodies I have compiled to go along with it
....and maybe some of the scripts i am writing for max (I'll have to ask my boss about that one, im sure he'll say no) the moment someone releases a parallax map capable toolset for the public, like monolith.
Replies
AFAIK parallax mapping doesn't modify shadows cast on the surface (although i guess that depends if the shadow is calculated before the shader shifts the co-ordinates), but Ben Cloward has a DX9 shader on his site which does parallax mapping. No shadows in real time in the Max viewport though.
It sounds more like "displacement shadow mapping" is geared towards the shadow tech specifically.
Guess I'll have to wait.
Deforming shadows based on the normal-map of a surface? From the looks of things on their site, it's a new technology only they're using.
[/ QUOTE ]
Nah, it's not new. I think it was just not worth an extra pass or something... can't remember, old stuff
http://www.humus.ca/index.php?page=3D&ID=38
In this photoshop drawing:
-the green lines represent the effect of the color map (traditional texture)
-the shaded middle bit in the center is the effect of the normal map.
In the image to the far left you can see the green lines bend in perspective along with the normal maps bump.
In the image to the right you can see that the green lines do not bend with the normal map.
The parallax map allows an image top distory properly in perspective in relation to the normal map.
If you have played f.e.ar. then you have seen parallax maps in action. pay particular attention to their bricks, they have been parallax mapped beautifully
I will have a huge tutorial on all this stuff along with all my normal mapping tricks and photoshop swatches/actions and goodies I have compiled to go along with it
....and maybe some of the scripts i am writing for max (I'll have to ask my boss about that one, im sure he'll say no) the moment someone releases a parallax map capable toolset for the public, like monolith.
-R
http://graphics.cs.brown.edu/games/SteepParallax/
Its "new" in the sense that it hasnt been used in a released game. But the tech is about a year old.