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Parallax Effect for 3D Pixel Art Engine
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Date of Recording: 2020-12-11
While an orthographic camera angled 30 degree downward is great for generating an isometric pixel-art effect, for scenes with a very large depth range (such as on top of a mountain), traditional 2D pixel art games often implement a fake parallax effect where background elements are scrolled more slowly than the foreground, sometimes on multiple layers.
In a 3D game engine, this same effect can be achieved by cleverly blending between a real perspective camera for distant geometry and the orthographic camera for nearby geometry. When tuned appropriately, this automatically creates the multilayered parallax effect for distant objects, while maintaining crisp pixel positioning in the foreground. A depth-based fog helps tie the scene together.
The biggest advantage of this technique is the ability to use real world geometry for the background elements, allowing for landmarks to be seen from high vantage points, making the world feel more open and explorable.
While an orthographic camera angled 30 degree downward is great for generating an isometric pixel-art effect, for scenes with a very large depth range (such as on top of a mountain), traditional 2D pixel art games often implement a fake parallax effect where background elements are scrolled more slowly than the foreground, sometimes on multiple layers.
In a 3D game engine, this same effect can be achieved by cleverly blending between a real perspective camera for distant geometry and the orthographic camera for nearby geometry. When tuned appropriately, this automatically creates the multilayered parallax effect for distant objects, while maintaining crisp pixel positioning in the foreground. A depth-based fog helps tie the scene together.
The biggest advantage of this technique is the ability to use real world geometry for the background elements, allowing for landmarks to be seen from high vantage points, making the world feel more open and explorable.
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