Thanks! parallax occlusion: Would this work in a scenario where it is only used when up close to the objects? So fade the parallax in when you are at a certain distance. I mean does it also have a performance impact when it is disabled due to distance?
FlorianSchmoldt It's mostly for microsurface detail with a tri-planar mapped Normalmaps. Do bend normals also work on microdetail normal maps or only on baked tangent space normal maps?
Does anyone else know if parallax occlusion or bend normals actually work for tiled tri-planar mapped normal map details to create cast shadows on micro details.
bent normals will work at any resolution - assuming you have the texture resolution to support it. you wont get sharp shadows though.
you can certainly use POM in a triplanar mapped material but you're looking at a fuckload (technical term) of texture samples - tessellation would probably be cheaper
I'm not sure if the default unreal stuff will allow you to plug it all together - I can't see any reason why it wouldn't though
Can you use 'fade out' Paralax Occulsion Mapping at a distance, so it only has performance impact up-close? Or does it stay active even when you use a distant blend?
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i believe the parallax occlusion mapping implementation in unreal does shadowing - its expensive though
parallax occlusion: Would this work in a scenario where it is only used when up close to the objects? So fade the parallax in when you are at a certain distance. I mean does it also have a performance impact when it is disabled due to distance?
FlorianSchmoldt It's mostly for microsurface detail with a tri-planar mapped Normalmaps. Do bend normals also work on microdetail normal maps or only on baked tangent space normal maps?
you can certainly use POM in a triplanar mapped material but you're looking at a fuckload (technical term) of texture samples - tessellation would probably be cheaper
I'm not sure if the default unreal stuff will allow you to plug it all together - I can't see any reason why it wouldn't though
any reason you don't want to use nanite for this?
Tessellation is not supported currently in UE5 I believe, only heightmaps for landscapes or something.
if you're not bothered about performance then POM should work in the meantime