Foliage pixel depth offset

Hi,

Can someone please give a little guidance on this? What should we actually feed to the PDO slot? There wasn’t any explanation about it in the slides.

It’s included in the Kitedemo as M_CustomDepthbillBoard :slight_smile:

&stc=1

How is the depth map done usually? I don’t think speedtree supports it at all?

Interested in this as well. Read about it but never saw any documentation. Is there any quick and easy way to bake the depth map and what kind of resolution is needed?

I saw a bit of discussion on this in one of the Twitch stream threads, but would definitely like more documentation on the topic.

https://forums.unrealengine.com/showthread.php?96257-Foliage-amp-Parallax-Occlusion-Mapping-Techniques-used-in-Paragon-Live-from-Epic-HQ&p=451501&viewfull=1#post451501

sorry to dig up old post , PDO in essence is firstly to understand simple concept of depth of currently rendered pxiel we can see on screen , as which one is closer ,which one is further.
as name suggested , it offsets depth information of those pixels , resulted in push pixel depth forward ( further away from cam ) or backward ( toward viewer cam , closer ) , say if there are a “monkey actor” behind our object, if we pushes depth further away from camera, it will rendered as if it was behind the monkey. it is not really alter the real locaiton of object but use depth to fake a illusion of pushing back effect , hence shadow ,or any material or physical attribute will remain as original.

practicel use : I have no idea, but on very surface level, at least we could manipulate depth of each pixel of an object as we like.