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Parallax Diffuse Warping Problem
I am experiencing some warping effect on my heightmap for a parallax diffuse
I have a diffuse map, normalmap and hightmap. when I get close to the object, it appears to warp.
here it is from far away:: http://i.imgur.com/sEBJm.jpg
here it is up close:: http://i.imgur.com/v1ATi.jpg
What am I doing incorrectly? I am happy to post more information if need be.
here are my settings: http://i.imgur.com/IzmRR.jpg
Here are the textures:
Diffuse:http://i.imgur.com/rkmD2.jpg
Normal: http://i.imgur.com/iNbja.jpg
Height: http://i.imgur.com/0ni2q.jpg
Edit: Since I am not getting feedback right away, even if you aren't sure what the problem is that is fine. Perhaps you can let me know your personal workflow for making a successful diffuse parallax map? Are there any gotchas when using the Nvidia Texture Tools plugin in PS for that sort of thing, or Filter Forge or similar tools? Is there a tutorial you know that really outlines the specifications for the files? Really any info is appreciated.
Answer by hvilela · Oct 10, 2012 at 01:38 AM
I did download your textures and created a material with the same configuration and I couldn't reproduce your problem. So the cause is probably something else:
Your Unity version (mine is 3.5.5)
Your model (mine is the Unity default cube)
Another configuration (lightmap, for example)
Texture Importer configurations (I just use defaults, except for the normal map where I selected "normal map" for the type).
Somethign else...
Try to change those things to see if the problem persists. Good luck.
thanks for looking into this. I'll do some tests and see what I can figure out.
Answer by J-F · Apr 09, 2013 at 08:28 PM
This problem won't occur with the default shapes. It's something with the importing between the modelling program and unity. I'm having exactly the same problem with blender import.
Thanks for pointing this out. Yes, I was using blender and was developing my asset pipeline when I discovered this anomalie.
Answer by BHD · May 09, 2013 at 07:33 PM
Hey there
I came across this issue today as well while applying one of the relief parallax shaders from Chickenlords bundle. Found it also happened using the standard shader in Unity too.
First off, I've got no clue why this happens. But I do know how to fix it (though i don't understand how it fixes it either!). My workflow involves 3DS Max 2013 so not sure if this will help or not, but the general idea should work the same.
1 - When you export your model, export it as an OBJ with the settings pictured below.
2 - Once that has exported, reset your scene/close the software and reopen it/delete the model/whatever just clear everything :P
3 - Import your OBJ with the settings pictured below:
4 - Now that's imported - Export it as an FBX with these settings (I don't think the details of these settings matter too much. obviously this is for static meshes)
5 - Import your FBX into Unity using your standard settings
6 - Celebrate (hopefully)
I hope this helps, I've spent the last 3 hours trying to figure it out and finally got the result i wanted
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