- Home /
Realistic non flat wall in VR
Hi,
I've been struggling for a while trying to create realistic wall for architecture project in VR.
While in other projects, normal maps do the job most the time, thats not the case in VR - everything is awfully flat, both AO and normal maps don't work for such big object like outer wall.
I've looked for solution for a while but there was always problem with every single of them. Things i have tried:
Parallax Mapping:
While front face looks great, sadly, as walls are rectangles and I have various holes for windows and doors, you will often see corners from very close angles, and it looks even worse on VR, perpendicular face looks like it's not even connected to the parallel face. I couldnt find any workaround for this.
Tesselation
Tesselation also looks good, but there is similiar problem on the corners. You can see edges are not connected, and its even more visible for higher values. Another problem is, it doesn't work (you can barely see any change if you look very closely on right picture) for my proceduraly generated wall (i do this to have customizable door/windows positions). I use both RecalcualteNormals() and RecalculateTangens() but it don't work and i couldn't find an answer.
Honestly I am stuck now. I need to make realistic non flat wall for architecture project. It will be runned only on high end PCs, so I am able to use more performance heavy solutions for sake of realism.
Are there other techniques I can use to create big non flat objects for VR? Have any of you had same problems with paralax /tesselation and found workaround?
I will appreciate any advice, and i thank you for any answer in advance!
Your answer
![](https://koobas.hobune.stream/wayback/20220612230307im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Transparency and URP for Oculus Quest 1 Answer
PBR Standard Shader not Working Project Wide in Unity 5.3 0 Answers
Gear VR Frame Rate Optimization? 1 Answer
How to make telephone wires 1 Answer