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Heightmap Displacement

Author: u7angel
Date: 16 Jul, 2010
Category: effect
Credits:

Desaxismundi / "displace.fx" by Sanch

Download

64bit

4-PhongDDN.zip
04 Apr, 2013 - 10:52
DX11 version
3-PhongDirectional_Heightmap_Displacement_with_Normals.zip
08 Apr, 2012 - 16:27
Another fix, see comments
2-PhongDirectional_Heightmap_Displacement_with_Normals.zip
07 Apr, 2012 - 21:39
Small fix for Amount-Pin
1-PhongDirectional_Heightmap_Displacement_with_Normals.zip
07 Apr, 2012 - 14:06
0-Heightmap Displacement.zip
07 Apr, 2011 - 02:20

Description

deform a mesh by texture with normals and texturing the new Version has a additional Phong Directional LightSource

Comments

Comments are no longer accepted.
Please create a new topic in the vvvv beta forum to discuss this contribution.
jenifer
25 Aug, 2010 - 12:28

Hi, Awesome work. I really like it. This is a very good way to show your creativity.

antokhio
30 Nov, 2010 - 04:49

http://vvvv.org/sites/default/files/user-files/vs%20ps%20Displacement_with_Normals.zip

Meierhans
07 Apr, 2011 - 07:49

Hey Desaxi, I´ve seen you uploaded a new version of your shader. What did you change?

Desaxismundi
07 Apr, 2011 - 13:24

minor changes...as spotted by antokhio.

majo
20 Apr, 2011 - 22:25

Adding this to a patch gives me an instant bluescreen, what are the minimal requirements for this?

antokhio
07 Apr, 2012 - 21:39

seems fine here

readme
07 Apr, 2012 - 21:39

He milo, I've been trying to do the same, thanks for the hint towards this Sobel-Filter stuff ... I've been trying to do the calculation in VS.

Small fix though: Neighbouring-Pixel-Calculation ignores amount-Pin for Displacement. 0 or negative values seemed pretty awkward.

So I changed

float tl = abs(tex2D (SampDisplace, In.TexCddispla +texelSize * float2(-1, -1)).x);

to

float tl = tex2D (SampDisplace, In.TexCddispla +texelSize * float2(-1, -1)).x*amount;

and so on ...

Hope I didn't break anything, but looks good.

readme
08 Apr, 2012 - 16:36

Normals were computed for Displacement along Y-Axis, but all helppatches displaced along Z-Axis. Also I changed the float4 normals' w-component to 0 ...

I changed this line: float4 N = float4(normalize(float3(dX, 1.0f/normalStrength, dY)), 1.0f);

to

float4 N = float4(normalize(float3(dX, dY, 1.0f/normalStrength)), 0);

StiX
12 Apr, 2013 - 18:02

hi, is there any way to make this work with fog renderstate in dx9? thx!

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