Issue with POM Material being used as a trim sheet atlas

Hello, all you wonderful people!

I’ve been working on trying to develop a POM material to be used as a detailing trim sheet, utilizing meshes with multiple UV sets similar to what was done here:

The problem that I’m running in to what appears to be a vector calculation problem. By having to set a specific height map channel (in this case, defaulted to the X axis with a red color), portions of a 3D mesh have a weird twisting effect that appear on them. In the case of the video shown here, it’s any POM effect applied at the positive or negative x-axis of the mesh’s normals.

I’ve been searching for a way to get this issue solved, but have yet to come up with anything. Does anyone have any idea on how I might be able to solve this, or should I transfer these details over to be a decal trim sheet instead? Here is the POM Material set up that I am using:

Running into a similar issue as well, were you ever able to determine the solution for this problem?

The Parallax Occlusion Mapping effect is done in tangent space, and tangent space in Unreal is based on the first UV channel. OP ran into this issue because they tried to use the second UV channel.

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Gotcha, thanks for the clarification! I’m encountering a similar issue though not using any additional UV Channels- I’ll make my own forum post for it lol