Materials (PBR, Specular, Normal maps)
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Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
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Re: Materials (PBR, Specular, Normal maps)
I'll put those into a preconfigured pk3 tonight after work.
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Re: Materials (PBR, Specular, Normal maps)
That's really amazing! Are parallax maps possible? 
And what kind of video card will we need to play?

And what kind of video card will we need to play?
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Re: Materials (PBR, Specular, Normal maps)
Parallax maps are not currently possible, and I don't know if/when they will become available.
You will need, at minimum, a video card that supports OpenGL 3.3.
If you're wondering what the metalness and roughness maps do, here is an interactive demo on the three.js website.
You will need, at minimum, a video card that supports OpenGL 3.3.
If you're wondering what the metalness and roughness maps do, here is an interactive demo on the three.js website.
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Re: Materials (PBR, Specular, Normal maps)
You know what would be a better feature than parallax maps? Tesselation.
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Re: Materials (PBR, Specular, Normal maps)
And why is that? Tesselation is not a render feature but a hardware feature to achieve something. On its own it doesn't provide anything.
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Re: Materials (PBR, Specular, Normal maps)
If you have say a hi-res texture pack, everything looks blocky, right? But what if that hi-res texture pack had displacement maps?
Just look what it did to this flat wall here
https://www.evga.com/articles/00561/ima ... lation.jpg
Just look what it did to this flat wall here
https://www.evga.com/articles/00561/ima ... lation.jpg
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Re: Materials (PBR, Specular, Normal maps)
Thank you based developers for adding this. I've been having a lot of fun.

Spoiler:Edit:oh, there's an IMGUR tag, good to know

Last edited by skornedemon on Wed Apr 04, 2018 3:42 am, edited 2 times in total.
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Re: Materials (PBR, Specular, Normal maps)
Mynameislol wrote: But what if that hi-res texture pack had displacement maps?
Displacement maps are indeed a render feature - but you have to say that because it's not the only thing tesselation can be used for.
This is just like "I want shaders" but not specifying what to do with them.
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Re: Materials (PBR, Specular, Normal maps)
As much as I am in the "modern graphics for GZDoom" boat, there is a limit to these things before it becomes far too irrelevant for a Doom engine. Geometry tesselation is one of them.
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Re: Materials (PBR, Specular, Normal maps)
I've always found parallax mapping to be really ugly, what do you think would fit better here, geomentry tesselation, or parallax mapping?Nash wrote:As much as I am in the "modern graphics for GZDoom" boat, there is a limit to these things before it becomes far too irrelevant for a Doom engine. Geometry tesselation is one of them.
http://fps.maros.pri.ee/images/gallerie ... 116015.jpg
Now this one is on a modified build engine, it has parallax mapping, wouldn't it look much better if it was disabled, or had tesselation?
http://hrp.duke4.net/screens/ep1/e1l3_03.jpg
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Re: Materials (PBR, Specular, Normal maps)
Mynameislol wrote:I've always found parallax mapping to be really ugly, what do you think would fit better here, geomentry tesselation, or parallax mapping?Nash wrote:As much as I am in the "modern graphics for GZDoom" boat, there is a limit to these things before it becomes far too irrelevant for a Doom engine. Geometry tesselation is one of them.
http://fps.maros.pri.ee/images/gallerie ... 116015.jpg
How about using better looking textures? The ones in the screenshot are just

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Re: Materials (PBR, Specular, Normal maps)
They both look terrible. The geometry they're plastered on is just too low-detail to really work.Mynameislol wrote:I've always found parallax mapping to be really ugly, what do you think would fit better here, geomentry tesselation, or parallax mapping?Nash wrote:As much as I am in the "modern graphics for GZDoom" boat, there is a limit to these things before it becomes far too irrelevant for a Doom engine. Geometry tesselation is one of them.
http://fps.maros.pri.ee/images/gallerie ... 116015.jpg
Now this one is on a modified build engine, it has parallax mapping, wouldn't it look much better if it was disabled, or had tesselation?
http://hrp.duke4.net/screens/ep1/e1l3_03.jpg
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Re: Materials (PBR, Specular, Normal maps)
On top of that, neither is on the table at the moment so saying "which would you rather prefer" is like asking someone "which fancy sports car do you want to buy" when the car they have is fine and they don't have a budget for a new car anyway. Of course geometry deformation mapping would be cool, but it's far beyond what GZDoom needs.
Besides, floors and ceilings in Doom can move. I guarantee the nifty cool extruded geometry you're thinking of will look like ass when an elevator clips through it, to say nothing of what happens if there's some extreme deformation mapping that allows the player to see into spaces they shouldn't be able to. If anything, parallax mapping would be perfectly fine for bullet holes and subtle depth hints. Deformation mapping is way overkill.

Besides, floors and ceilings in Doom can move. I guarantee the nifty cool extruded geometry you're thinking of will look like ass when an elevator clips through it, to say nothing of what happens if there's some extreme deformation mapping that allows the player to see into spaces they shouldn't be able to. If anything, parallax mapping would be perfectly fine for bullet holes and subtle depth hints. Deformation mapping is way overkill.

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Re: Materials (PBR, Specular, Normal maps)
So question.
The Glossiness and Specular level, I assume the max is 1.0 and the lowest is 0.0?
The Glossiness and Specular level, I assume the max is 1.0 and the lowest is 0.0?
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Re: Materials (PBR, Specular, Normal maps)
Lowest is 0.0 and there is no max. Note that those only do something with specular textures - PBR ignores those fields.