$parallax: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
m (→‎See also: clean up, replaced: See Also → See also)
Line 11: Line 11:
<span id="parallaxdepth">{{MatParam|$parallaxdepth|float|Defines the lowest point of the texture relative to the height. Essentially the intensity of the heightmap. "0.1" is a good starting value.}}</span>
<span id="parallaxdepth">{{MatParam|$parallaxdepth|float|Defines the lowest point of the texture relative to the height. Essentially the intensity of the heightmap. "0.1" is a good starting value.}}</span>


==See Also==
==See also==
*[[$mraotexture]]
*[[$mraotexture]]
*[[Physically Based Rendering]]
*[[Physically Based Rendering]]

Revision as of 23:29, 3 January 2024

Stub

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

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.

Note.pngNote:This parameter is also available in Thexa4's PBR shader.

Parallax Mapping

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 map. This can be done with a program like GIMP, and a tutorial on how to do this can be found here

Additional Parameters

$parallaxcenter $parallaxdepth

See also