I have setup a Parrallax Occlusion Mapping master material using the UDK documentation as reference.
http://udn.epicgames.com/Three/DevelopmentKitGemsParallaxOccludedMapping.html#Parallax Occlusion mapping
The problem is the median value it uses is 1 (255,255,255) meaning everything in the map is depth. This is problematic when working with props or split edges. I create my displacement maps using a median of 128,128,128 and a height bias of 0.5 allowing me to specify elevation and depth and removing the parrallax effect in problematic areas. The problem is I can't for the life of me figure out how to do this in UDK.
I need to some how edit the TexCoord to counter each level of depth that gets added. Essentially retaining the Parallax effect but subtracting my height value. I tried inputting subtracts, adds, divides, multiplication but can't figure out the math I need to use and where to put it to resolve this issue.
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watch from 12:00 onward !
http://www.youtube.com/watch?v=vF5PCFT-yOY