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Parallax Mapped Rooms for Blender 3D

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Parallax Mapped Rooms for Blender 3D

46 ratings

Hello Everyone!

Parallax Rooms have been a topic since a while now. They are popping up in video games here and there and there are plenty of options to implement them in unity and unreal. Parallax Rooms allow the user to add three dimensional rooms behind the windows of their buildings without having to implement them into the model and thus drastically reducing complexity.

While there are a few options out there already which work with Blender, I wanted to create my very own versions with additions and improvements I was missing from other options:

  • Works with UV and Generated Coordinates on (almost) any surface and object
  • Completely adjustable and randomizable room sizes
  • Works with Cubemaps as well as tiled Textures and the tiling can be dynamically adjusted
  • Offers three additional layers for adding shades, furniture, etc with customizable depth
  • Preset for standard lighting inside the rooms
  • All sorts of outputs with global normals and room normals for improved shading

UPDATE: Added a rudimentary version of an emulated sun shadow to add more realism. For more informations check the Light Settings section.

If that sounds nice to you, let me introduce you to the latest version of my setup, built for Blender 4.2 and above:

Main Panel:

  • Input
    • Coordinates: Input for Generated or UV Coordinates
      • Important for the use of UV maps: Always make sure they are correctly sized and that the orientation is correct!!
    • IsUV: Select if the used Coordinate input is UV or Generated (there are small differences in the calculation for both)
    • Room Count: The amount of Rooms in any direction
  • Output
    • Coordinates: Outputs the XY coordinates for each surface seperately
    • CubeMap: Precalculated Coordinates for the use of CubeMap Textures
    • Object Normal: Outputs the global normal of the object, including all its rooms
    • Room Normal: Normals for every room seperately
    • Walls: Identifier for the walls of the Room
    • Ceiling: Identifier for the Ceiling
    • Floor: Identifier for the Floor
    • Light Pass: Outputs a precalculated light pass
    • Random Mask: Outputs a random value for each room


Room Settings Panel:

  • Input:
    • Texture Scale: Texture Scale on each wall
    • X, Y, Z IsTile: Sets whether the texture would stretch or tile when changing the wall size
    • Left Wall (-x) ~ Random (z): Set the position of each wall, ceiling, floor and depth. Can be randomized


Light Settings:

  • Input
    • Shadow Smoothness: Sets smoothness of the sun shadow
    • Sun Direction: Sets the direction of the sun. Best to use a "Normal" node for best control
    • Light Strength: Sets the strength of the light
    • AO Strength: Sets the strength of the ambient occlusion
    • Random Seed: Controls the seed of the Random Mask Output
  • Output
    • Sunlight Shadow Vector: Outputs the vector of the sunlight for shadow mappin
    • Sunlight: Outputs a black and white shadow mask


Layer Settings:

  • Input
    • Layer 01 ~ 03 Depth: Sets the depth of each Layer
  • Output
    • Layer 01~03: Outputs the coordinates of each Layer


Debug:

Should you ever see any weird distortions you might have applied the objects transformation or changed the dimensions without manipulating the size value. In that case you can set the object Dimensions to compensate.

Should you like this Node Setup and if you would want to support me, you can either help me out with some money or subscribe to my YouTube Channel

Best Regards

Robin aka MrRolord

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Its free, but I also dont mind any support :D

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