Seems totally fine to me. And the name is awesome !
Saw this project on twitter and came here to demand a video explaining wtf I’m looking at but I guess it’s already on your radar.
Will you bring it to the Unreal Marketplace?
Does it work with 4.8 ? or let’s say with the preview version of 4.8 ?
It takes a greyscale texture describing your desired surface, and warps the UVs to look like in the screenshots.
Yes! I just want to get it more polished and full featured before submitting to make sure I get in on the first try.
I tried with preview 1 and it didn’t work. It was complaining about the uses of clip() IIRC. I will definitely support the release version of 4.8 especially since 4.8 allows for new useful features like depth buffer manipulation.
I’ll definitely buy this once there’s support for release 4.8.
How does it currently work in terms of implementation? Do I download your material and somehow add my textures to it, or is it a custom macro node that I drop into my existing material? I’m only considering this for landscapes (rocks and dirt and such would look great with this effect and would be cheaper than tessellation).
Glad to hear it! It’s a material function you drop in to whatever material you want, basically like a fancier version of the bump offset node. It outputs UVs and an optional shadow mask you can use however you like.
Could we get a screenshot of the proper setup in a material? I am currently playing around with it and I am noticing an issue I can’t figure out how to fix: http://grab.by/HhV2
The tree bark causes the same issues on the tree trunk I want to use it on. It’s obviously something to do with the uv seams. Any tips, since there isn’t any documentation yet?
Looks like you have the setup right, the only thing you really need for the effect is to hook up the Displaced UVs output to your texture sample’s UVs input.
I’m guessing it’s culling pixels at the default boundaries of [0,1,0,1]. Try setting the UV Boundaries parameter to something farther out in each direction, like -1,2,-1,2].
The update I’ll be releasing in the next couple days will provide an alternate material function with no silhouette clipping, so for applications like these you can just drag and drop that one (plus it will skip the expense of the clipping tests).
Great to see that it’s out! I’ll buy it once It’s usable in any 4.8 version.
I had the displaced UVs hooked up to the texture sampler UVs input. The values -1,2,-1,2 for the UV boundaries did the trick though!
How exactly will “Secondary lower surface heightmap support for “floating” objects” work? I have already noticed the floating object issue on large floor surface. You can reduce it of course by lowering the amount of POM.
Imagine you have a free standing sculpture you want to represent with POM. The back will always have to be “glued” to the wall with traditional displacement methods. The secondary height map will allow you to “cut out” the back facing area, so view rays can fly underneath the elevated shape and clip appropriately. I’ll explain it with screenshots when it’s getting close to ready at any rate!
So we could have leaves sticking up from the ground that doesn’t stretch the ground under them?
I bet that would work! Nice idea. The leaves would need to sort of be in one “layer”, but that might not be obvious to the viewer with careful authoring.
I got the POM Function yesterday and tested it quickly. Seems to work pretty intuitively ( ) and gives good results. Now I just have to redo my heightmaps because I realized that they aren’t very good.
Iam looking forward to more updates! If the silhouette computation is going to get deactivate-able will the POM material work on brushes as well?
But maaaaany thanks so far, I really like your easy to use solution Totally worth the price!
Would be nice to see some more screenshots, like with the real surface textures from the marketplace. How is the performance ? When using POM in Cryengine, there is like no impact on the performance.
A short video would be very nice… I would like also to know if the pom shader is PS4/Xbox1 compatible ?
Quick question, how do I deal with this without reducing the height scale?
http://grab.by/HtrU
Also, I am interested in knowing what common settings you use for gameplay. Would you mind sharing them since we still don’t have any documentation?
So glad to hear it! And yes it will definitely work on brushes and handle world position UVs nicely and all that good stuff:
I’m afraid this got pushed back to 0.3 but I’m literally working on this feature right now.
Videos are in the plans, and there are practical examples in 0.2 (more on that in the next post!).
I’d be really surprised if Cryengine found some way to implement it cheaply (someone please correct me if they have!). It’s definitely a mid-high settings feature, just one that’s far far cheaper than 1 poly per pixel tessellation (and more flexible). That said I have some major performance improvements in the pipeline for when UE4 supports multi-pass shaders/off screen render targets.
I don’t have a PS4 or Xbone to test on but I’d imagine it doesn’t work on them given the custom code node barely even works on desktops (not to mention the core loops are HLSL). If anyone donated me a console I’d be happy to try and port it ;3
Hard for me to see what’s going on there exactly. Would you mind screenshotting the heightmap, and maybe the same tree with the scale at 0? I’d also be happy to look at your .uassets if you’re comfortable handing them out.
What settings you use in gameplay will vary wildly depending on the assets and your use case, but the new material examples should have the sort of thing you’re looking for.