![]() On the other hand parallax mapping required view direction vector in tangent space. Vec3 B = normalize(NormalMatrix * Bitangent) Smoothness information is very important for the credibility of materials too, especially when the sun lights it at grazing angles. Vec3 N = normalize(NormalMatrix * Normal) Textures have bump mapping information, allowing parallax occlusion mapping and normal mapping. Which leads me to believe the problem is one of the values being calculated outside of Parallax mapping. Vec3 T = normalize(NormalMatrix * Tangent) Ive implemented multiple variations of Steep Parallax, Relief and Parallax Occlusion mappings, and they all have a bug of only working correctly in one direction. This implies that I have to convert data from normal maps (which are in tangent space) to view space using below TBN matrix: mat3 NormalMatrix = transpose(inverse(mat3(ModelViewMatrix))) Parallax mapping uses a heightmap to slightly offset the drawn pixels so that when the surface is viewed from an angle high bumps will obscure lower bumps behind them. ![]() Relief mapping uses a grayscale heightmap to calculate the lighting - by using it to calculate the surface normals. Applied to the brick plane it looks a bit like this: As you can see, it gives an enormous boost in detail and for a relatively low cost. One of the most important assumptions is that I have deferred renderer with normals encoding and light calculations in view space. This information is then used to calculate the lighting. This technique to use per-fragment normals compared to per-surface normals is called normal mapping or bump mapping. I've implemented normal and parallax mapping but because of some assumptions I have to use two different TBN matrices for each effect. ![]()
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