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Morten Aquila

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  1. Trying to hand make a perspective accurate texture would take time, but it would also be a bit futile... the point is as we move our brains expect the perspective to cause a corresponding change of image, so of course a static image designed for one perspective is insufficient. I am talking about encoding a texture so that it contains depth information. Actually I just came across this (hence me revisiting this post after a few weeks) Basically, I invented a concept that had already been invented ... again .. sigh ... Its called parallax shading.. I suppose in some ways its not dissimilar to bump maps in principle.
  2. I just wanted to put it out there in case it found any traction with anyone. Would it be possible to tag a texture in some way such that the viewer rendered it with a perspective depth that differed from its "actual" depth (based on the prims distance from the player)? The suggestion is based on those tacky city/mountain/nature scape textures people place outside windows of skyboxes etc. The issue with them is that they depict something that is supposed to be say 3km away, but that is actually a few meters away. This of course means the parallax effect is non existent and the illusion is ruined. It would be great if you could have the benefits of high resolution imagery close up, but with its perspective being based on a false distance. Hope that makes sense.
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