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Question on Shader Types

Hi All,
this question might sound a bit naive but how do the different shader-types (Standard/Parallax) affect the map-output? Are they only there to simulate the effect of different methods used in game-engines or does changing to another Shader-Type effectively alter the quality of output-maps?
To me it looks as if the Parallax-Shader always yields greatly more depth - but is that so only in the preview simulation or are saved maps also more intense?
Once again put differently: I don't use SM's output inside Game-Engines but with either conventional non-realtime-renderers or as maps inside sculpting applications. Non of these apps seems to work somehow similar to how the Paralax-Shader looks. Is the Standard-Shader then be the suggested way to go to acheive greatest possible matching?

Comments

  • polyxo wrote:
    Are they only there to simulate the effect of different methods used in game-engines?

    Yes it is there to simulate different rendering methods.

    The parallax shader uses the displacement map to create the appearance of depth. It is a good way to visualize the displacement map if just generating normal maps because the normals are generated from the displacement.

    The generated maps are not modified by the shaders at all.
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