So, I might not be the right person to ask about this, since I don’t have enough knowledge about HLSL and what the problems are exactly.
But we really need a better way of referencing 2D sheets through the custom node.
Right now there is a working way of doing Parallax Occlusion Mapping, it might not be perfect, and it doesn’t have self shadowing.
But it’s better than nothing. The only problem is that it’s so clunky and hacky to get it to reference the right heightmaps. Can we please get a better way of doing it?
Sure it works “ok” when you only need one, even though it’s still awful and horrible to work with, but it’s a mess once you need the effect more than once in a material.
Here’s a post I made earlier about the problem I’m having, which never got an answer: POM material - Rendering - Unreal Engine Forums
The POM thread is by far the biggest one in the rendering section: POM material - Rendering - Unreal Engine Forums so there is definitely interest in this, and everyone is having the same problem.
There’s 4 pages but not a word form Epic regarding this problem. DanielW mentioned the PixelDepthOffset node being worked on, which would be great for POM, but not a word on the big problem a lot of us are facing.
I’d just like to know if this is something that can be expected to be solved, or if I should just scrap my huge landscape material and go without POM.
Please Epic, can we get some answer on this? POM is a bigger deal than it’s credited to be and a great solution that isn’t very costly, and definitely something a lot of us really need/want, and I’m sure this feature would open up to tons of other stuff that face a similar problem.
Thanks in advance!