Hi
Have anyone make a POM material can i have a tutorial ? like
Hi
Have anyone make a POM material can i have a tutorial ? like
There are already examples of Parallax Occlusion materials in UE4. If you look at the starter content, the Cobble material uses POM as does one of the other rock/cement materials. That should give you everything you need.
Bear in mind, they are both complex and expensive.
I have tried to replace texture from the cobble stone material but the result is really bad.Have you already make POM material in UE 4.I canāt have the same result as cryengine.
To be fair the material from the starter content is pretty complex and not easy to modify even if you now the basics of the material editor. The parallax pass already combines 2 different diffuse textures with different tiling and many nodes arenāt parameterized which wonāt let you easily swap textures or adjust values (like the height ratio).
Also itās not actually POM, but a multi layered parallax mapping which also handles self occlusion. Still itās based on a regular parallex effect which means depth decreases at acute view angles. It also seems to scale bad with multiple textures because each parallaxed texture needs to be part of the loop instead of the loop returning parallax texcoords which you could plug into as many texture sample nodes as you want.
Its also not supporting silhouette, which the cryengine version does. So you cant have stuff really sticking out like in the example shown by you above. So besides the fact its a very complex shader, its also quite limited and therefore not really ideal
Interested in the Mat-Tree? Hell yes! Looks awesome!!
I sure would like to see it!
! Literally everything you consider turns to gold! You are unbelieveable! (Think Iām maxing out my exclai
Thanks for sharing! It would be nice if Epic would integrate as a material function in a future release.
Wow, is fantastic. I canāt find the āWorld to Tangentā node anywhere though, but Iām a total noob with sort of high level material
Thanks for sharing! Excellent work; Iam going to try out evening
Regarding the self-shadowing (which would be a huge benefit, without any doubt!): I asked in a separate topic and got an answer from Ketchum who directed me to page. Apparently the light vector isnāt directly available as in UDK and a workaround would be to make use of dynamic material instancesā¦
No problem. Thanks for the reply - I found it, I was only finding the opposite before, not realising you could change the destination and target. Much appreciated.
Having issues currently, sadlyā¦but I assume Iāve done something wrong. is my first time using a custom node. Iāve used the same graph as you, but I get the error ā[SM5] (Note Add) Arithmetic between types float 2 and float 3 are undefiniedā - is referring to the Add node that adds the CalcParallax node with the TexCoord node.
Good job there , thanks for sharing.
Is there a specific reason you are transforming the camera vector and vertex normals to tangenst space for the angle based sample count? Should work just well in world space. (not much of a instruction saving since the tangent camera vector is required anyway but still a little bit)
Sooo, I gave it a try
It looks stunning in the material editor preview but starts to make problems in the ārealā application⦠Somehow the algorithm does not like when the mesh to which the material is applied starts to be rotatedā¦?
See the attached screenshots⦠Mesh 1 is placed normally into the scene. Mesh 2 is rotated slightly but still faces upwards. The effect apparently does not really follow the rotation. And everything becomes extremely weird, when the mesh is rotated out of its original plane, as demonstrated with mesh 3ā¦
Any ideas on that? Otherwise the effect is just increeeedibly good!
Any you are doing the wrong vector transformation, like local to tangent?
World to Tangent should give just correct results for the camera vector.
Jep, sounds reasonable; I have to check it after work evening. Thanks for the advices!
Thanks for sharing
Yes, was of course the error - now it works perfectly
Just a last question: Enabling the āUseSilhouetteā effect seem to make it not possible to render the texture properly on brushes. I wonāt really use the material on brushes anyway but just out of curiosity - can you explain that?
Judging by the node previews Iād guess that you accidently set the U/VTiling to 0 in the texcoords node.