Finally, Parallax Occlusion Mapping!

I wouldnt be so quick to cancel it. I think one thing yours certainly has that the main branch one does not, is LOD’ing. So at least for now, if people want to have a performant solution, yours is still the one to go to, the one in the Main Branch is more a teaser of what is to come, and for people to expand upon if needed. Im sure over time RyanB will add more features, but maybe you just need to come up with some alternate features (Maybe a triplanar solution) or something along those lines. But for now, I would suggest keeping it up.

I was definitely going to add a triplanar-specific solution, an easy multiple heightmap blend version, underside defining secondary heightmaps, higher performance algorithms like Screenspace Depth Interval Grids etc. but I have no guarantee I won’t just get scooped on those as well. Even with my superior performance and assuming my additional features never get matched by RyanB’s version, the number of people interested in virtual displacement mapping who will be able to recognize the difference (and are willing to pay for it) is miniscule now. I already make way below minimum wage per hour, it’s not a setback I can just eat the cost of.

Maybe I’ll switch to development for Unity or something :confused:

Holy panzers. I thought this kind of thing wouldn’t happen in these forums.

I feel your pain mate. I have been watching you for months now.

I can do nothing but at least share a sad song for you to pas away your pain with.

What a pity to read that. But, I can totally understand your motifs.
So, from my part I can just say thanks again for the really good work so far. As you said - Epic can throw a lot more resources on that but you yourself did an incredibly good job so far. I really liked the performance of your POM-function and definitely do not want to have a refund. You did your job and the function was worth every cent even in the current state! Well, we didn’t expect Epic to pull on this that soon^^ Don’t take it too personal or seriously.

But probably you really should not cancel your function totally right now. Maybe it’s better to see how the Epic function will perform and you are definitely a lot quicker in responding to community needs and are capable of introducing features that may not be necessary for the “standard” user but for some other people may be.

But anyways, thanks again for the support and the work so far :wink:

Offer your superior implementation in exchange for money via a dev grant or directly. You might still be able to make some money back off of this.

If your function is superior to Epic’s, why not make that a selling point? I would rather pay for your function (which I have) than use Epic’s inferior one, and I bet lots of people feel the same about that.

Just purchased this! SF , amazing work, its pretty awesome, I wanted to ask tho ive been dissecting the POM mat node, and im trying to experiment with the idea of an animated depth map using the subuv node, I’ve been trying to hook it up to the uv coords or try running in via the heightmap obj input, but running into a float → texture2d incompatibility.

Any solutions if this is even supported , having an animated depth map play through this?

Thanks!

Hi all! So sorry for not being on the forums. Life’s been rough. Those of you who follow gameappmakerco on Twitter probably saw all this already.

Anyway Displacer Best 1.0 is out! Get it here, if you want.

As for the future, I’m imminently returning to work on Sky]Scraper (which will have mobile and VR support this time) and also plan to release a set of artifact inducing post effects (the first one will simulate CRT televisions and computer screens). Stay tuned.

YAAYY! Great stuff!!!

Thanks so much for the kind words!

I’d love to, but I’m certain my bottom line would be too gutted for it to be worth it. This project was already a loss leader for me. I only sold a couple dozen copies.

(I forget I answered this already through DM or email but I’ll answer here too to be safe)

You can’t feed procedurals into the heightmap input, unfortunately. It’s just not possible in the current material system. If you’re capable of doing some kind of early render to texture and then feeding that in you should be golden though. Of course you can animate UVs and the scale and all the other parameters as well. You can get some pretty impressively detailed conveyor, liquid, or glitch effects this way.

Hi guys!

I just came across this neat little bit of tech and couldn’t help myself. I am getting some UV issues similar to what joshezzell was experiencing, though.

http://s8.postimg.org/g1zob7qht/UVSeams.jpg

I tried modifying the UV boundaries, but it’s not really having the desired result, no matter what value I put in there .

Plz Halp?

Ok well it seems that the texture has very concise UV regions with a lot of black space in the interior. The only way I can find to fix this issue is to unhook the ‘diffuse’ map from the parallax, however this results in a less than satisfactory result to the point where the standard Epic BumpOffset actually looks preferable.

Would I be correct in assuming that this parallax effect will create seams with any textures that have unused UV space that is not around the edges?

http://s16.postimg.org/a4j9d4lb5/Parallax_Examples.jpg

No response still? I guess the creator has abandoned his project … buyer beware!

I would also like to warn people who might use this custom shader, I have been experiencing frequent GPU crashes ( unresponsive, fail to recover ) when applying POM effects. The only way of solving these is to restart my entire PC :confused:

Can anyone else provide some feedback on use of this shader? It has been released and all sounds good but just makes me curius why would such thread be quiet?

Because Epic released a Parallax Occlusion Shader that is native to the engine.

Oh where is it? Is it in starter content? I thought its planned for release only in 4.12

I think the demo map is coming in 4.12, but the POM node has been around since 4.8 or 4.9. Just do a search in the material editor.

Oh sily me. Thanks for tip.

Hello all, I’m sorry for not having been around. Without getting into details, my life has basically been ruined and I’m only now starting to at least get back to work.

To answer the last bunch of issues I see:

  • Displacer Best is no longer updated/supported (as is mentioned on the store page) since Epic added their own native POM solution. I leave it up for sale since some people still prefer this one.
  • If you’re getting black fins on wraparound textures try turning off silhouette clipping.
  • She pronouns please.
  • Crashes could result from unreasonably large iteration counts or anything else that makes the custom node get “stuck”.
  • I will be releasing new visual effects soonish so keep an eye out for those.

Hey all, rather than removing it I’ve made it pay what you want for people that still need POM on older Unreal Engine versions. The next time I have free time I’ll see about contributing some improvements to the UE4 POM too.

I have a bunch of new visual effects in the works by the way. Please check those out too!