- Messages
- 6,233
- Country
I'm linking a zipped .blend file for devs that want to experiment with parallax. Parallax_Test.zip
Set the blend Mode to Opaque (Alpha Mask is the default... and wrong) Shadow and culling probably don't matter.
Type will be Parallax. Bare color should be set to White, unless you want tinting ( Caution: the Asobo exporter tends to set all base colors as 0.8 brightness, so be prepared to move it up).
Emissive color is the nighttime tint of your emissive parallax texture.
Parallax Scale needs to be set above 0 (the default is 0, so beware of that). It seems to be associated with the depth appearance.
Room Size X and Y Scales are for stretching or shrinking width and height.
Room Number XY must be the same as the up and down number of rooms. 2x2 room texture needs it set to 2.
The first 3 textures are your PBR transparent textures for the glass.
Emissive is your RGBA for nighttime illumination if the interior as well as the alpha for time delay (I haven't used that yet).
Behind glass is your daytime interior.
Set the blend Mode to Opaque (Alpha Mask is the default... and wrong) Shadow and culling probably don't matter.
Type will be Parallax. Bare color should be set to White, unless you want tinting ( Caution: the Asobo exporter tends to set all base colors as 0.8 brightness, so be prepared to move it up).
Emissive color is the nighttime tint of your emissive parallax texture.
Parallax Scale needs to be set above 0 (the default is 0, so beware of that). It seems to be associated with the depth appearance.
Room Size X and Y Scales are for stretching or shrinking width and height.
Room Number XY must be the same as the up and down number of rooms. 2x2 room texture needs it set to 2.
The first 3 textures are your PBR transparent textures for the glass.
Emissive is your RGBA for nighttime illumination if the interior as well as the alpha for time delay (I haven't used that yet).
Behind glass is your daytime interior.