# Parallax Occlusion problem

**URL:** <https://forums.unrealengine.com/t/parallax-occlusion-problem/375390>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [November 4, 2016, 1:02pm UTC](https://forums.unrealengine.com/t/parallax-occlusion-problem/375390 "2016-11-04T13:02:45Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![gorbovski](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gorbovski](https://forums.unrealengine.com/u/gorbovski)\
**Post date:** [November 4, 2016, 1:02pm UTC](https://forums.unrealengine.com/t/parallax-occlusion-problem/375390/1 "2016-11-04T13:02:45Z")

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Hello! I had a problem with the node of the parallax oссlusion, and yet I can not find solutions. If you look at my video example, [UE 4 Parallax Occlusion node problem - YouTube](https://www.youtube.com/watch?v=zisYlJcSEYc&feature=youtu.be)  
you might think that the heightmap is not connected to the shader. If I disable the normal map, the shader generally shows a flat surface. At this moment my shader work like in this tutorial [Unreal 4 Materials 11 Windows with fake interiors (Bump Offset) - YouTube](https://www.youtube.com/watch?v=9KN6Q4yVwGo)  
But it’s not what I need. I wanted to make a shader to simulate masonry. On this page: [New 4.9 Parallax Occlusion Mapping Node Problems - Rendering - Unreal Engine Forums](https://forums.unrealengine.com/showthread.php?82611-New-4-9-Parallax-Occlusion-Mapping-Node-Problems)  
I found a similar problem, but could not understand which the variable (int i, which is needed assign a value “0”) they mean. I am attaching a texture for this test shader and shader structure, which is made by several different lessons.alt text

 ![113774-poshd_framework.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/c/b/ccb08714a65c65ffd2f6550710b043a191bcd59c.png)

 ![113775-po_test_hight_map_settings.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/3/5/b35d794798bdb401fb172726448d8addb6a7e265.jpeg)

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**Author:** ![Deathrey](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Deathrey](https://forums.unrealengine.com/u/Deathrey)\
**Post date:** [November 4, 2016, 1:35pm UTC](https://forums.unrealengine.com/t/parallax-occlusion-problem/375390/2 "2016-11-04T13:35:22Z")

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Double check what you are using as an input to HeightMap Channel. You’ve misplaced one of the pins there on your screenshot. It should take a vector4 not vector2 Also mind reference plane value.

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**Author:** ![gorbovski](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gorbovski](https://forums.unrealengine.com/u/gorbovski)\
**Post date:** [November 5, 2016, 4:50pm UTC](https://forums.unrealengine.com/t/parallax-occlusion-problem/375390/3 "2016-11-05T16:50:46Z")

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Today I made a new shader according to this lesson.

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>
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Nothing still does not work, even though everything seems to be right.

 ![113898-shaderframeworkfull.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/7/2/672a1b48da0b4d7343adc7b9faf845b6b8a971a0.png)

Also, I tried to turn off the heightmap, and compare the result with the attached map.

 ![113899-pom.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/c/e/4ce4de77c2fa09f154f8f5b89b4abdfb04d5fb8b.jpeg)

There is no difference, beyond that height map I have is not working. At the same taime shader with tessellation it works fine.

However, I had a suspicion that perhaps the case in the settings of the graphics card or computer. I tried to test the parallax shader in Unity 3D, and here And here that I’v got

![113911-unity3d_pom_testo.gif](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/2/2/5229d546c51313d2c5359a5040251d58ecdf67b7.gif)

When I change the height parameter, the plane with the bricks just a little pushed back, like in Unreal Engine, but the effect of the surface with dimples is not obtained. Could be some setting that I have not included and therefore parallax occlusion “does not see” height map?

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**Author:** ![Deathrey](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Deathrey](https://forums.unrealengine.com/u/Deathrey)\
**Post date:** [November 6, 2016, 1:10am UTC](https://forums.unrealengine.com/t/parallax-occlusion-problem/375390/4 "2016-11-06T01:10:32Z")

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![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/2/a/32ae98593626fc42c4620d33651a86790eb0b663.png)

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**Author:** ![gorbovski](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gorbovski](https://forums.unrealengine.com/u/gorbovski)\
**Post date:** [November 6, 2016, 8:49am UTC](https://forums.unrealengine.com/t/parallax-occlusion-problem/375390/5 "2016-11-06T08:49:56Z")

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Excuse me, node channel height map I just forgot to return to the correct state. Just trying to change the settings to see whether any effect. Constant tempAAStepmult I put in the correct value, but it has given nothing. In general, if I put a constant Reference Plain to 1, then I can put any value in the height channel of parallax node, but it does not affect the rendering of a shader, as if it were an ordinary material with normal map.

 ![113962-pom_true.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/f/b/4fbb7c9744f5e0ba9578372f7b1f8d16042b3b2f.png)

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<div class="post-metadata">

**Author:** ![Deathrey](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Deathrey](https://forums.unrealengine.com/u/Deathrey)\
**Post date:** [November 6, 2016, 3:24pm UTC](https://forums.unrealengine.com/t/parallax-occlusion-problem/375390/6 "2016-11-06T15:24:07Z")

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POM material function has quality/platform switches inside. Try bypassing them.

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<div class="post-metadata">

**Author:** ![gorbovski](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gorbovski](https://forums.unrealengine.com/u/gorbovski)\
**Post date:** [November 6, 2016, 8:16pm UTC](https://forums.unrealengine.com/t/parallax-occlusion-problem/375390/7 "2016-11-06T20:16:14Z")

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Thanks for the answer! I tried to do it, but for some reason it does not work. Maybe I have to ask Ryan Brucks how to solve my problem (if he is not too busy to pay attention to this profane as I am :-D)
