Parallax mapping for Eevee in 2.8
I really love the technology of parallax mapping because it's the best compromise between simulating depth of a 3D model without actually adding geometry which requires high amounts of polygons which slows down rendering times and on older computers even cause problems in the viewport.
The only way it used to work was in the blender internal render engine and the game engine because these 2 engines literally had the options to give you a parallax mapping using the information from a normal map.
However, this option disappeared completely in the newer versions of Blender, which disappoints me.
Cycles tutorials are either obsolete and don't work anymore or are hard to understand because you have to link 20 nodes to get it working.
I wish parallax would have a comeback in the new Eevee render engine in Blender 2.8.
6 Comments
Please consider this thread that have already 72 votes, we may jump up to first page with some help ! Please Click Here And Upvote if you like parralax mapping
And also for everyone who want this tech, consider some comment to show the devs of blender that this feature is actually wanted by the user... for some reason my nice topic on the subject was ignore on the blender dev forum.. [Please Click Here And Comment on the official blender dev. forum]( devtalk.blender.org/t/parralax-occlusion-for-blender-2-8/3641
What about an actual tessellation? In Substance products, for instance, you can use both Parallax or Tesselation, so using the second one would work kinda like microdisplacement already do, but in realtime. God, I wish other realtime technology, like HairWorks and realtime cloth simulation going to appear in blender in closest future.
I completely agree. It's an easy to use displacement that doesn't require endless subdivision and resources. It can also allow for some neat illusions. Here's hoping for it's eventual inclusion.
I agree that this would make for an awesome addition in Eevee and I would love to see it implemented if it is not already.
It's possible to do this with node groups. I remember years ago, a tutorial on doing this in BI. Here you go: blendernation.com/2011/08/08/parallax-mapping-with-nodes-in-realtime/
There is now a build with Parallax Occlusion Mapping and Pixel Depth Offset: