I like the outcome of using Parallax Occlusion Mapping. However, I also want to make the height map world aligned. Is there a way to use both nodes on the height map? Or, is there an alternative way to achieve a great bump map effect and world aligned?
Below are some references captures:
(Using Parallax Occlusion Mapping)
(Using World Aligned Texture)
(Not sure how to connect)
Replies
short answer is no
longer answer is:
both nodes generate UVs internally and thus do not take UVs as input
As to whether it's possible or not... I don't think I've ever seen it done - parallax mapping in general doesn't do well outside of planar surfaces so while I suspect it could "work" I would expect a lot of artefacting as soon as you strayed away from axis aligned geometry.
the cost would be pretty horrendous in any case - POM requires quite a few texture samples to look decent and you'd be tripling that with triplanar mapping.
What I have seen done in actual games is triplanar mapped displacement with (and without) tessellation - that basically just works
Thank you for the detailed explanation! I didn't know those things about POM and learned something new today! I definitely will take a look at triplanar.
only 2 components of the world space position vector are used, and by default that will be XY.
if you put a component mask before it goes into the POM node you will be able to select which orientation it is working in. eg. choose GB rather than RG and it should tile in the YZ vertical plane rather than the XY horizontal plane