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File: dlv1.webm (3.98 MB, 1336x790)
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Hey /3/ help a retard out, what is Valve using to create these effects in Deadlock?

It doesn't look like polygons but don't look like simple bumpmap/normals either because when you clip into these geometries it's not just a texture on a flat plane.

Also at the end of the webm you can see that the effect breaks at extreme angles.
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Probably parallax mapping.
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>>994682
Yeah it looks like it, but it's odd that when clipping into it it's not flat.
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File: 1725800633196912.jpg (179 KB, 1336x790)
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179 KB JPG
>>994686
You can see the actual straight edge of the clipped face behind the displaced surface.
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when upclose its a displacement map when just a little far away its a parallax map
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>>994695
It would be more expensive to switch between displacement and parallax mapping than just using displacement mapping alone, and ofc using displacement mapping alone is more expensive than using parallax occlusion mapping alone.
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Does POM always warps this crazy like 0:30+ at such angles?
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>>994704
There a billion dollar company, I don’t think money is an issue.
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>>994730
Are you feeling okay? He's obviously not talking about money.
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>>994729
I've definitely seen some wacky POM in Cyberpunk 2077. Usually on industrial pipes and stuff where you're maybe not supposed to crawl around up close to it. Some weird glitching definitely does occur at some angles.
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>>994681
It's used in tf2 and hl2 basically tf2 snakes google that
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>>996458
You don't do that?
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>>996458
Yes, I've literally gone through the entirety of Night City. Once the noclip mod came out, I explored all the inaccessible areas, high-altitude vertical areas and underground areas.
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>>996524
What's wrong with that you stupid bitch
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>>996527
* fucks you in the ass *
Can you please repeat that? I couldn't hear you over the sound of your cheeks clapping
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>>996458
yes actually lmao
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>>996530
* cums inside and paints your colon white *
AAAAUUUUGGGGHHHAAYAAAUUGGGggghhhaaaahhh... huff huff, that was a tight butthole
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>>994731
you think they lack physical assets to sell?
kid, they have a lot of money
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>>994681
never saw such a shader, looks like a mix of parallax and geo displacement
there is stuff like the long forgotten pixel displacement they could be using, but in this case i wanna bet its some 2,5d trick, not tesselation + displacemnt map
i think its just paralax with so many layers and angle culling it just looks like actual geometry
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>>996522
Same. Took like 300 screenshots of various buildings, areas, and all sorts of shit. Made for great reference material.... that I ended up losing when my HDD died.
I mean yeah I could just reinstall the game and take all of em again, but it's not the same.
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>>994681
pre sure tech is called parallax occlusion mapping
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>>994681
Looks like 2.5d raymarch through the texture to me - one that supports linear interpolation, which makes it look a bit like displacement. Parallax would require an insane amount of layers to look like that.
The ragged edges when clipping also hint at some kind of raymarch algorithm.
Should this be the case, I wonder why they are doing it. Usually this is seen as the most expensive version to do effects like that.
https://www.youtube.com/watch?v=9dr-tRQzij4&ab_channel=Acerola
Briefly touches on the subject somewhere in the video.
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>>998161
Layers? I thought POM is basically infinite detail (limited only by heightmap pixel resolution), which makes it kinda cooler than even real displacement that depends on subdivisions.
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>>998162
You are correct, that is a kind of POM, I ment pure parallax which has that layer effect. However, depending on the implementation, there can also be a 'layer' effect in POM that come from optimizations, but it doesn't show in deadlock at all. Instead there are interesting artifacts at steep angles.
https://www.gamedev.net/tutorials/programming/graphics/a-closer-look-at-parallax-occlusion-mapping-r3262/
Maybe it adapts how the algorithm marches depending on the angle.
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Looks like shaders



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