I tried to disable parallax and to reduce parallax height.I also inverted colors in the parallax map but some noises still remain…did somebody have my same problem?
Your parallax map is not a valid parallax map. It’s not just a matter of making your normal map grey scaled…
holes you be black and spikes should be white…
It’s not something you can paint unless you have a very simple shape. usually you generate them with a tool.
Look for heightmap generator, bump map generator. see what the heightmap in JME examples looks like
It has different levels of gray, and doesn’t roughly jump from black to white.
see this Parallax Map - polycount
because the steeper the angle is the more you see the layers…
Parallax mapping is a trick of the eyes, and since your map is wrong, the effect is never really tricking you. And up close it’s worst
I also tried to use a total white map but the middle bar still remains :\ But anyway does anyone know a good linux program to generate heightmaps?I tried with gimp but even if mapping looks good i still see the texture deformed when i reach steep angle.
This is the code i use to register the material,maybe this can help understanding what i’m doing:
LodLighting is just a modified version of the Lighting shader i made to disable effects after a certain distance,however the normal/parallax code is untouched and i already tried using the default Lighting.j3md material.
Well then it all boils down to the Texture then.
I use the substance suite for texturing and they have a software called Bitmap2material that generate pretty much anything from a bitmap https://www.allegorithmic.com/products/bitmap2material
Though that’s a charged product. But maybe the free trial can help.
I saw a tutorial with blender once, but that was more a hack rather than proper baking, and you need a high poly mesh.
I’ve seen some tuts for Gimp http://www.gamedzine.com/index.php/bare-bones-tutorials/unity-snippets
But that’s not gonna help you to generate the heightmap from a bitmap
if by noise you mean the slight horizontal lines you see, that’s what parallax mapping does. To avoid this you need to increase the number of samples, but at the cost of performance.
If you mean the strange thing in the background on the right, I have no clue of what it is.