I've been starting to look into parallax mapping, mostly to recreate some video game materials for a potential animation. I've managed to get it to work when the mesh is in its default orientation, but the effect completely breaks when I rotate the mesh in any way. Is there a way to rotate the "incoming" vector to always match the mesh rotation, or even the face rotation if possible?
The (simplified) shader node setup
I removed some nodes that didn't contribute to the actual logic of the parallax mapping, to make it easier for other people to easily recreate it
The mesh geometry in Edit Mode
The mesh with the material applied (how it's intended to be seen)
The same mesh, but rotated 90° on the X axis
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Brodie Lobins
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The "value" group input is the scale of the effect, it's currently set to 0.1 – Brodie Lobins Dec 04 '22 at 17:34
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1you can base the effect on camera position and rotation, but then a question arises why not do the effect in a shader. – Markus von Broady Dec 04 '22 at 18:31
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1This is in a shader, I forgot to specify that. This is a node group in the shader – Brodie Lobins Dec 04 '22 at 18:41
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How would I go about doing the method you mentioned? – Brodie Lobins Dec 05 '22 at 02:42
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1https://mrrolord.gumroad.com/l/BlenderPOM – Markus von Broady Dec 05 '22 at 10:37