Can any good soul from Epic build POM node like Bump Offset as a free friday project?

Like the title says, can any good soul from Epic build POM(Parallax Occlusion Mapping) node similar to Bump Offset node as a free friday project?Because i dont think we’ll see anything that can give us the illusion of real depth any time soon, that also can work for Landscape terrain.

Please? :slight_smile:

I may be way off here, but don’t a few of the content examples materials use POM? Such as “M_CobbleStone_Rough”

Nope, these materials use bump offset copied like 5-6 times with different height as far as i understand it. It has nothing to do with Parallax Occlusion Mapping which in my humble opinion is better than everything else for giving real sense of depth.I’m asking for proper POM node for the material editor like Bump Offset, with inputs, outputs and everyting else, if this is possible of course. :slight_smile:

Someone with Engine Source could easily do this providing they knew how to add Material Nodes.

Failing that, you could use the Custom node and write it in HLSL? Hell if you’ve got a link to an article with the maths in it, I might take it on myself :slight_smile:

Failing that #2, transfer this to UE4 perhaps?
http://udn.epicgames.com/Three/DevelopmentKitGemsParallaxOccludedMapping.html

Well you could do it in UDK:

See here: UDK | DevelopmentKitGemsParallaxOccludedMapping

But that seems like one massive hairy material to me, there’s got to be a better way?

If anyone want to try, this is what i’ve found:

http://www.sunandblackcat.com/tipFullView.php?l=eng&topicid=28
http://graphics.cs.brown.edu/games/SteepParallax/
https://code.google.com/p/directxhlslproject/source/browse/trunk/Parallax+Occlusion+Mapping+Tech+Demo/Shaders/ParallaxOcclusionMapping.fx?r=14
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/a-closer-look-at-parallax-occlusion-mapping-r3262
https://docs.google.com/gview?url=http://blog.pentio.net/stuff/ParallaxOcclusionShader.pdf&chrome=true

http://www.ericrisser.com/stuff/FasterReliefMapingUsingTheSecantMethod.pdf