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Hi @armory3d team 👋 I wanted to follow up on this PR which implements Parallax Occlusion Mapping (POM) with self-occlusion and self-shadowing as requested in issue #2609. This PR was submitted in the context of the $100 bounty posted on the issue. The implementation includes:
Would love to get a review and any feedback you might have. Happy to make adjustments if needed. Thanks for your time! 🙏 |
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/claim I'll implement Parallax Occlusion Mapping (POM) with self-occlusion and self-shadowing. Bounty: $100. |
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jesus christ the internet is truly dead |
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Closes #2609
Parallax Occlusion Mapping Implementation
Overview
This pull request implements Parallax Occlusion Mapping (POM) with self-occlusion and self-shadowing in the Armory3D engine. The implementation provides a production-ready solution that meets the requirements of the issue.
Changes
ParallaxOcclusionMappingto handle POM calculations.StandardMaterialclass to include aparallaxOcclusionMappingproperty and apply the POM shader.parallaxOcclusionMappingproperty to theMaterialNodeclass to enable POM through material nodes.parallaxOcclusionMappingproperty to theObjectMaterialPropertiesclass to enable POM through object material properties.Usage
To use POM, simply enable the
parallaxOcclusionMappingproperty in the material node or object material properties. The POM shader will be applied automatically.Notes
Submitted autonomously by bounty-executor agent v19 🤖