» Heightmap Displacement
This site relies heavily on Javascript. You should enable it if you want the full experience. Learn more.

Heightmap Displacement

effect
Credits: Desaxismundi / "displace.fx" by Sanch

about

deform a mesh by texture with normals and texturing
the new Version has a additional Phong Directional LightSource

download

PhongDDN.zip
04.04.13 [12:52 UTC] by colorsound | 2269 downloads
DX11 version
Show 4 older revisions

Older Revisions

PhongDirectional_Heightmap_Displacement_with_Normals.zip
08.04.12 [18:27 UTC] by readme | 1298 downloads
Another fix, see comments
PhongDirectional_Heightmap_Displacement_with_Normals.zip
07.04.12 [23:39 UTC] by readme | 769 downloads
Small fix for Amount-Pin
PhongDirectional_Heightmap_Displacement_with_Normals.zip
07.04.12 [16:06 UTC] by milo | 805 downloads
Heightmap Displacement.zip
07.04.11 [04:20 UTC] by Desaxismundi | 1308 downloads

jenifer 25/08/2010 - 14:28

Hi,
Awesome work. I really like it. This is a very good way to show your creativity.

Meierhans 07/04/2011 - 09:49

Hey Desaxi, I´ve seen you uploaded a new version of your shader. What did you change?

Desaxismundi 07/04/2011 - 15:24

minor changes...as spotted by antokhio.

majo 21/04/2011 - 00:25

Adding this to a patch gives me an instant bluescreen, what are the minimal requirements for this?

antokhio 07/04/2012 - 23:39

seems fine here

readme 07/04/2012 - 23:39

He milo,
I've been trying to do the same, thanks for the hint towards this Sobel-Filter stuff ... I've been trying to do the calculation in VS.

Small fix though:
Neighbouring-Pixel-Calculation ignores amount-Pin for Displacement.
0 or negative values seemed pretty awkward.

So I changed

float tl = abs(tex2D (SampDisplace, In.TexCddispla +texelSize * float2(-1, -1)).x);

to

float tl = tex2D (SampDisplace, In.TexCddispla +texelSize * float2(-1, -1)).x*amount;

and so on ...

Hope I didn't break anything, but looks good.

readme 08/04/2012 - 18:36

Normals were computed for Displacement along Y-Axis, but all helppatches displaced along Z-Axis. Also I changed the float4 normals' w-component to 0 ...

I changed this line:
float4 N = float4(normalize(float3(dX, 1.0f/normalStrength, dY)), 1.0f);

to

float4 N = float4(normalize(float3(dX, dY, 1.0f/normalStrength)), 0);

StiX 12/04/2013 - 20:02

hi, is there any way to make this work with fog renderstate in dx9? thx!

anonymous user login

Shoutbox

~3d ago

joreg: Workshop on 22 02: Unlocking Shader Artistry: A Journey through ‘The Book of Shaders’ with FUSE. Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-12-book-of-shaders/

~15d ago

joreg: Talk and Workshop on February 15 & 16 in Frankfurt: https://visualprogramming.net/blog/vvvv-at-node-code-frankfurt/

~16d ago

woei: @Joanie_AntiVJ: think so, looks doable

~16d ago

xd_nitro: Anyone remember who increased projector brightness by removing some components that product the color?

~17d ago

Joanie_AntiVJ: This looks super interesting (vectors over network) would anyone here know how to implement this in beta? https://github.com/madmappersoftware/Ponk

~24d ago

joreg: Workshop on 01 02: Data Sensing and Logging with Arduino Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-09-data-sensing-and-logging-with-arduino-and-vvvv/

~29d ago

domj: I've added myself to vvvv specialists available for hire See at the bottom, lmk if you want to collab or in need of tutoring! ❤️

~1mth ago

joreg: Workshop on 25.01: Create Sequencers and Precise Clock Based Tools. Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-08-create-sequencers-and-precise-clock-based-tools-in-vvvv-gamma/