Same thought here. What they did is very reminiscent of those old DOOM games, that is, wall / ceiling / floor textures and sprites at various depths. Clever but not really innovative.
Real office buildings don't have such little space between floors. Heck, that looks like less space between floors of a house. An office building typically has a floor to drop ceiling height of about 9 to 10 feet and about 12 to 15 feet floor to floor.
Pretty sure Spiderman traces into the rooms, since you can get below the ground and find the "source" rooms it's using, and it has complex geometry like modeled characters in some. Might be using a simpler parallax effect at a distance though.
This would be great for gutters, vents, key holes, parts of pcs, inside of bushes, lenses, tunnels you cant go through, the inside of car lights, fake mirrors that dont move... this could add so much immersion to parts that you only look at when they are done ugly but make you ignore other flaws when done right. Too many flat holes cant be saved by pretty textures and normal maps.
A shader like this was used on the first Avengers movie…. 2011? for the New York building windows but using stitched pano spheres shot in the ilm offices and approximating / cheating more, I think, with a cube, but still all in the window shader. This is a cool upgrade.
Man, you're alway finding great stories behind the scenes and also explain the technical details very well. I also liked the video about the Ubisoft / 3ds Max connection. This is such an interesting and valuable channel!
Pretty sure ghostwire had windows that were all looking into only a handful of rooms stored someplace outside the main map. It was really good, until I saw discrepancies on the windows on the corner of a building
Lots of people have made their own parallax shaders as elaborate as these add-ons using shader nodes in blender. Obviously you would need to adapt their methods slightly to work in 3ds Max, but the math behind the effect is the same in every program.
Love this but i hope its used only a little. I dont want to have more games where the buildings look accessible but are not. Having fully accessible buildings in open world games is what should be aimed for. Not the illusion of it.
Is this really better that the billboards used by older videogames? It's probably faster for the artists, but since it's using shaders, it's probably heavier for the GPU, right?
@@RationalistRebel In 1:18 seconds of the APB Gameplay Trailer you can see as they're crossing the bridge toward a structure, the windows above the main store floors across from the bridge shift. Those particular windows are not texture only, nor 3D modeled. You can visit that in game and see it.
Tried muting the audio and following closed captions instead, but the lack of proper captioning does not make this a viable option. I hope this trend of youtubers trying to stand out through weird and unhelpful voice styling does not persist. Again, really nice content, but cannot follow it this way.
It’s not copied from twominutepapers. An enormous amount of people talk this way, but you may have a naive perspective and assume there is only one person, which created your prejudice.
You sound naive. Title says otherwise lol.. as in like you'd need at least an entire biscuit. Remember the guide. Total perspective vortex... aha.... Okidoki:)
@@Selrisitai If you read or listened to the radio series of The Hitchhikers Guide to the Galaxy.. How long since you read a book? That one is worth it.. you can also google the name of the book and say radio series. youll find a link to BBC ARCHIVES there you can find the Guide.. Can´t recommend anything more than that. That tf :)
2.5D is back. In Pog form.
Didn't GTA1 use this technology before 2001?
@@oufukubinta no
Same thought here. What they did is very reminiscent of those old DOOM games, that is, wall / ceiling / floor textures and sprites at various depths. Clever but not really innovative.
poggers
Real office buildings don't have such little space between floors. Heck, that looks like less space between floors of a house. An office building typically has a floor to drop ceiling height of about 9 to 10 feet and about 12 to 15 feet floor to floor.
Pretty sure Spiderman traces into the rooms, since you can get below the ground and find the "source" rooms it's using, and it has complex geometry like modeled characters in some. Might be using a simpler parallax effect at a distance though.
This would be great for gutters, vents, key holes, parts of pcs, inside of bushes, lenses, tunnels you cant go through, the inside of car lights, fake mirrors that dont move... this could add so much immersion to parts that you only look at when they are done ugly but make you ignore other flaws when done right. Too many flat holes cant be saved by pretty textures and normal maps.
I first recall getting my mind blown in Saints row 3 It was a bit odd but showed huge potential
This is such a cool effect! I remember creating a paralax shader to make bricks look cool at uni but this really takes it to the next level.
I remember the first time I saw parallax mapping in the 2004 UE3 demo, I was blown away. And this is just as impressive as that was back then.
A shader like this was used on the first Avengers movie…. 2011? for the New York building windows but using stitched pano spheres shot in the ilm offices and approximating / cheating more, I think, with a cube, but still all in the window shader. This is a cool upgrade.
Man, you're alway finding great stories behind the scenes and also explain the technical details very well. I also liked the video about the Ubisoft / 3ds Max connection. This is such an interesting and valuable channel!
Thanks for the mention, very well done video!
U guys really speed up my archviz workflow, can confirm wParallax is great stuff
@@tommegg8486Thank you :)
Cool, learning from game engines!
This felt like a "how it's made" episode XD
The first game I saw doing this was Astral Chain. I know Spoder-Man was released one year earlier, but that was just my first time seeing it
Interesting stuff. Thank you for this!
...I've expected a tutorial on how to make parallax maps in blender and all I got was a 10+ WParalax advert
Its good to save resources on scenes that have high count of rooms that need to be seen, not just to speed up your work.
insane
This is an amazing technology.
This is so much better than it was back when I was into 3d game dev- mostly 2007-2015 working mostly with CryEngine.
Crysis sucks. Give me my money back!
i'm confused... is this video just 2 ads?
Pretty sure ghostwire had windows that were all looking into only a handful of rooms stored someplace outside the main map.
It was really good, until I saw discrepancies on the windows on the corner of a building
Also seen in Miirrors Edge Catalyst (2016)
It would be great if you made a tutorial about how to make this parallax effect without any addons.
Yeah, like in C and GLSL.
Lots of people have made their own parallax shaders as elaborate as these add-ons using shader nodes in blender. Obviously you would need to adapt their methods slightly to work in 3ds Max, but the math behind the effect is the same in every program.
keyword is : parallax occlusion mapping
Love this but i hope its used only a little. I dont want to have more games where the buildings look accessible but are not. Having fully accessible buildings in open world games is what should be aimed for. Not the illusion of it.
Could be used to show interiors without actually loading them. Then when you go in it's real geometry.
This is actually a cool technique.
Is this really better that the billboards used by older videogames?
It's probably faster for the artists, but since it's using shaders, it's probably heavier for the GPU, right?
So an ad sponsored by an ad? 🤡
EyeSomnia Games making Effacts? Weird.
I want to know how to create my own now.
Do a UA-cam search for kit ops parallax. A native add-on for Blender that creates the same exact parallax maps as shown here.
Anyone have Blender ideas on this ?
Do a UA-cam search for kit ops parallax. A native add-on for Blender that creates the same exact parallax maps as shown here.
Search for kit ops parallax. A native add-on for Blender that creates the same exact parallax maps as shown here.
@@ChippWalters I will give that a try, thanks for the suggestion.
But don't you need 2 polygons to draw a rectangle?
Sarebbe bello avere un tuo parere su come viene trattata la fisica trattata nel film "Interstellar"
Wonder why it's shows in kitops addon while it is its own addon?!
Ah I see, it mentions it's actually kitops
Do a UA-cam search for kit ops parallax. A native add-on for Blender that creates the same exact parallax maps as shown here.
Whut
This effect is in APB from 2010.
in APB you could smash the window and steal the stuff. The shop windows were actual rooms with 3d models.
@@Spacecoke for those missions yes, all other 3D perspective interiors were not
Nope, there's no parallax effect. They were simple 2D textures, just like every 3D game at the time.
@@RationalistRebel In 1:18 seconds of the APB Gameplay Trailer you can see as they're crossing the bridge toward a structure, the windows above the main store floors across from the bridge shift. Those particular windows are not texture only, nor 3D modeled. You can visit that in game and see it.
@@mitchalwaggoner1648 Those are simple reflections, nothing can be seen through the windows.
Use W parallax when you are far away, then swap in 3D models when up close.
Hmm, what if real life is like that and we just don't know it lol
@@onidaaitsubasa4177you found the sourcr code bro
This is just an infomercial.
Why you talking like that man 😂
Cool but i doubt this would ever work with roblox studio any time soon.
Cool content, but the extreme voice affectation which almost seems to be copied from @twominutespapers is too distracting from what is actually said.
Tried muting the audio and following closed captions instead, but the lack of proper captioning does not make this a viable option. I hope this trend of youtubers trying to stand out through weird and unhelpful voice styling does not persist.
Again, really nice content, but cannot follow it this way.
It’s not copied from twominutepapers. An enormous amount of people talk this way, but you may have a naive perspective and assume there is only one person, which created your prejudice.
It sounds nothing like 2minutepapers, what are you on about?
He sounds completly normal, youre the one who should adapt
found the chronically online american
Pronouncing Puarualuaaahx 😂
You sound naive. Title says otherwise lol.. as in like you'd need at least an entire biscuit. Remember the guide. Total perspective vortex... aha.... Okidoki:)
time to take your meds
@@delphicdescantFr
what are you trying to say??
Wtf
@@Selrisitai If you read or listened to the radio series of The Hitchhikers Guide to the Galaxy.. How long since you read a book? That one is worth it.. you can also google the name of the book and say radio series. youll find a link to BBC ARCHIVES there you can find the Guide.. Can´t recommend anything more than that. That tf :)
I wont listen to this fake type of tik tok talking. Grow up