$parallax: Difference between revisions

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{{stub}}[[File:brick heightnormal.png|250px|thumb|right|An example of a [[Bumpmap]] with a [[Heightmap]] embedded in the alpha channel]]
{{stub}}[[File:brick heightnormal.png|300px|thumb|right|An example of a [[Bumpmap]] with a [[Heightmap]] embedded in the alpha channel]][[File:Thexa4 pbr parallax 1.png|thumb|300px|right|Parallax enabled.]][[File:Thexa4 pbr parallax 0.png|300px|thumb|right|Parallax Disabled.]]
{{this is a|s2|game=Strata|name=$parallax|shader=PBR (Strata shader)}} It enables [[Parallax mapping]] on the surface of the PBR material.
{{this is a|s2|game=Strata|name=$parallax|shader=PBR (Strata shader)}} It enables [[Parallax mapping]] on the surface of the PBR material.  
 
==Parallax Mapping==
{{stub}}
{{main|Parallax mapping}}
Parallax mapping is a shading technique used to give perceived depth to brushes with this applied. In order to have this work correctly, you will need to have a heightmap embedded in the alpha channel of your [[Bump map|Normal (Bump) map]]. This can be done with a program like {{GIMP|3.1}}, and a tutorial on how to do this can be found

Revision as of 15:25, 9 November 2023

Stub

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An example of a Bumpmap with a Heightmap embedded in the alpha channel
Parallax enabled.
Parallax Disabled.

$parallax is a s2 available in Strata Source Strata Source.

Warning.pngWarning:
  • The {{{game}}} parameter is inconsistent with the name defined by the {{Strata}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Strata Source.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

It enables Parallax mapping on the surface of the PBR material.

Parallax Mapping

Stub

This article or section is a stub. You can help by expanding it.

Main article:  Parallax mapping

Parallax mapping is a shading technique used to give perceived depth to brushes with this applied. In order to have this work correctly, you will need to have a heightmap embedded in the alpha channel of your Normal (Bump) map. This can be done with a program like GIMP, and a tutorial on how to do this can be found