POM is Parallax Occlusion Mapping, a technique that fakes a displacement effect in the pixel shader instead of doing actual geo displacement. Substance uses it by default when you have a height output with the OpenGL renderer. IMO, using an AO map would help these. With many PBR type game engines it lets the light get into…
Interesting thread! I've wanted to get my hands on substance designer for a while and since I'm into handpainted style a lot, I was always curious to see what the software could achieve in this area :) and it looks like it has decent potentiel ! I like the grass (maybe the pbr a bit less due to the white specular?) and the…