Parallax Diffuse Warping Problem

I am experiencing some warping effect on my heightmap for a parallax diffuse

I have a diffuse map, normalmap and hightmap. when I get close to the object, it appears to warp.

here it is from far away:: http://i.imgur.com/sEBJm.jpg
4025-nowarp.jpg

here it is up close:: http://i.imgur.com/v1ATi.jpg
4026-nowarhhhp.jpg

What am I doing incorrectly? I am happy to post more information if need be.

here are my settings: http://i.imgur.com/IzmRR.jpg

Here are the textures:

Edit: Since I am not getting feedback right away, even if you aren’t sure what the problem is that is fine. Perhaps you can let me know your personal workflow for making a successful diffuse parallax map? Are there any gotchas when using the Nvidia Texture Tools plugin in PS for that sort of thing, or Filter Forge or similar tools? Is there a tutorial you know that really outlines the specifications for the files? Really any info is appreciated.

I did download your textures and created a material with the same configuration and I couldn’t reproduce your problem. So the cause is probably something else:

  • Your Unity version (mine is 3.5.5)
  • Your model (mine is the Unity default cube)
  • Another configuration (lightmap, for example)
  • Texture Importer configurations (I just use defaults, except for the normal map where I selected “normal map” for the type).
  • Somethign else…

Try to change those things to see if the problem persists.
Good luck.

This problem won’t occur with the default shapes. It’s something with the importing between the modelling program and unity. I’m having exactly the same problem with blender import.

Hey there

I came across this issue today as well while applying one of the relief parallax shaders from Chickenlords bundle. Found it also happened using the standard shader in Unity too.

First off, I’ve got no clue why this happens. But I do know how to fix it (though i don’t understand how it fixes it either!). My workflow involves 3DS Max 2013 so not sure if this will help or not, but the general idea should work the same.

1 - When you export your model, export it as an OBJ with the settings pictured below.

alt text

2 - Once that has exported, reset your scene/close the software and reopen it/delete the model/whatever just clear everything :stuck_out_tongue:

3 - Import your OBJ with the settings pictured below:

alt text

4 - Now that’s imported - Export it as an FBX with these settings (I don’t think the details of these settings matter too much. obviously this is for static meshes)

alt text

5 - Import your FBX into Unity using your standard settings

6 - Celebrate (hopefully)

I hope this helps, I’ve spent the last 3 hours trying to figure it out and finally got the result i wanted

alt text

i know it’s been 10 years since this question was opened, but i was just having the same issue with my walls, and found just subdividing the mesh a few more times fixed it. i only subdivided it three times (beforehand it was just a flat plane) and that fixed it right up, just in case anyone comes across this in the future and is looking for a quick fix!