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0.8.4:pbr-material [2022/06/17 09:46] – [Normal Mapping or Parallax Occlusion Mapping] admin | 0.8.4:pbr-material [2022/06/17 09:47] – [Normal Mapping or Parallax Occlusion Mapping] admin | ||
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If you want to know more about parallax occlusion mapping, have a closer look at the [[pom-material|TGorillaPOMMaterialSource]] | If you want to know more about parallax occlusion mapping, have a closer look at the [[pom-material|TGorillaPOMMaterialSource]] | ||
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+ | ==== Comparison ==== | ||
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+ | Let's have comparison on the rendering results for our specific example. | ||
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+ | __Remark:__ Because parallax occlusion mapping is more intense to GPU computation use it carefully. In most cases normal mapping is still good enough. | ||
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In the image below the material was rendered with parallax occlusion mapping, which is much slower than normal mapping but producing a better depth effect. | In the image below the material was rendered with parallax occlusion mapping, which is much slower than normal mapping but producing a better depth effect. | ||
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{{: | {{: | ||
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- | __Remark:__ Because parallax occlusion mapping is more intense to GPU computation use it carefully. In most cases normal mapping is still good enough. | ||
===== Example ===== | ===== Example ===== | ||