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0.8.4:pom-material [2022/06/17 08:23] – [Example] admin | 0.8.4:pom-material [2022/06/17 10:46] (current) – [Properties] admin | ||
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In all other cases normal mapping might be good enough. | In all other cases normal mapping might be good enough. | ||
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+ | ===== Properties ===== | ||
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+ | ^Property ^Description^ | ||
+ | |NormalMap|[[normalmap-material# | ||
+ | |NormalIntensity|The normal intensity defines the intended depth effect. The larger the value, the more depth the algorithm is trying to produce.| | ||
+ | |ParallaxOcclusionMap|A parallax occlusion map is simply just a height or displacement map, defining the length of the depth vector.| | ||
+ | |ParallaxLevels|The number of parallax levels defining the raytracing steps to produce the depth effect. The larger this value gets, the more it reduces performance. Values around 16 are quite good in most cases.| | ||
+ | |ParallaxDiscardEdges|Due to depth effects it might come to overlapping effects at edges. You can discard those edge fragments to see the depth effect also " | ||
===== Example ===== | ===== Example ===== | ||
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/// increase the raytracing steps for more detail, but with higher values it reduces performance. | /// increase the raytracing steps for more detail, but with higher values it reduces performance. | ||
FPOMMaterial.ParallaxLevels := 24; | FPOMMaterial.ParallaxLevels := 24; | ||
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+ | /// in our example we do not want to discard edges | ||
+ | FPOMMaterial.ParallaxDiscardEdges := false; | ||
</ | </ |