Does ANYONE know of a tutorial.. or even documentation that explains how to use real parallax occlusion mapping in ue4?!? I have seen it done.. even with silhouette simulation.. I know there are shaders in the library that use it.. but I cant quite make out what they have done. It looks like a ton of intructions.. Is this really the case? Any help at all is greatly appreciated!! c
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the examples do the uv-offsetting with a fixed number of iterations, mostly 10 i think, so the enormous number of nodes you see are only duplications of the first line, with a different offset value.
I see.. so the iterations are for smoothing i assume?
Looking again at the materials in the example content like M_CobbleStone_Rough it looks more like they are layering the texture 10 times on top of another each time with a little view-offset (BumpOffset Node) and a different mask for that "layer" ( their CutOutGradient).
I didn't dig deeply into those materials, but it doesn't look like POM or ReliefMapping. It is more a 10 layer ParallaxMapping with masks. Never seen that before
Exactly.. Strange. I haven't been able to find a solid explanation of this anywhere on the web. I guess its a waiting game.. until then.. I will take what you have mentioned and try one out for myself. Seems odd.. such a powerful engine.. yet no pom.. hmmmmm...