POM material

I am not sure what mirroring effect you are talking about, can you post an example?

For the second question, that was an oversight on my part. I meant to include a ‘reference height’ input but just forgot. Thankfully it is really easy to add.

Basically, inside the POM function, need to take the UVDist value that has been multiplied by HeightRatio and add a fraction of that into the UVs before going into the customnode. Also note that that ‘new UV’ node has to be added to the result of the custom node since the custom node returns only the offsets.


The new nodes here are the ‘Multiply’ (with the tooltip), the scalar plugged into that, and the “Add” node downstream from the multiply.

With that setup, a scalar parameter of 0 would give you the current behavior. A scalar of -1 would offset up instead of down. A scalar of -0.5 would offset from the middle.

It would probably make more sense to multiply by constant -1 and do a 1-x so that the scalar was instead 0=bottom, 1=top but I didn’t want to clutter up the already cluttered image. But when I do add I’ll make the numbers more sensible.

Note: with the above method there are some artifacts when the camera goes inside of the virtual box that the “up offset” creates. As of yet I don’t know an easy way to fix without some naive distance mask hack. It is probably best to use a collision the size of the virtual top of the POM in that case since it really doesn’t make sense for the camera to go inside of that projected volume.