It should be out, check content examples for a pom map.
You sure? Seems to end with 4.11.2 for me? Also canāt find anything in the docs section?
oh I guess we didnāt update content examples? they should be updated soon. I hear within the hour. Sorry for the delay on . It is a bit tricky to keep track of everything and one just fell through the cracks.
Ok, try restarting the launcher and check again. I just saw it say 4.12 for me so you should be able to see it now.
Yes! Downloading now. Thank you very much . Canāt wait to see the examples ![]()
I seem to get a fairly constant and reproducible driver crash if I pass a 4-field vector with a A component of 0 into the heightmap channel input (my height map was a separate texture, not stored in the alpha channel, so I had been using [1, 0, 0, 0] which would cause a driver crash 100% of the time).
Hunting that down as the cause was⦠Non-trivial.
@ >Content examples are pretty cool! The only thing Iām missing is a proper example of how to blend a 2 pom setup kinda properly (without too much swimming) but I guess it shouldnāt be too hard to figure out.
Now if only we got the news on Epic working on some kind of funky great realtime GIā¦imagine that :rolleyes:
Top is pure, bottom is parallax planes ||||||||||| with a masked POM, the front is just a maked plane with a normal map in front of those other planes
Iām trying to use POM to make a fake radiator material. Thereās a plane on the front and sides, itās kinda working, but thereās a few issues.
- The side planes with POM donāt quite match up well enough with the front mesh. ( should be fixable right?)
- The pixel offset isnāt effecting the front of the planes? ( should be fixable right?)
- Head on there is too much transparency in the front, itās much wider than the top reference example. (Donāt know if can be fixed, and might be the biggest)
Also, would plane approach or interior mapping+pom be more efficient? Any other ideas how to fake type of object? Not doing polygons because itās 80k right now, but I could maybe reduce it to 8k if I did planes with actual deformation, I wonder if that would be cheaper than pom and look better?
Album with more pics: Imgur: The magic of the Internet
Google Drive download with FBX/Textures: https://drive.google.com/file/d/0B7m3EkWf1vh6eEhodDFvY1VILTQ/view?usp=sharing
The material is just the heightmap, 0.03 into height ratio, a normal map, and opacity masked. Nothing fancy. I tried to mess with the reference plane to get it to line up better on the front with the grid, but it didnāt work.
EDIT: Decided to model wavy planes, is probably the best way to do it.
Hi guys , can anyone tell me pls how to use Lerp on the POM ? where can i put the lerp to control the effect ?
What exactly do want to control?
i like to control the the height depending on the mask , something like
Not sure why the node in the pic accept the lerp but the one we have now is different and doesnāt accept the lerp , may be the one in the pic is custom material function , but anyway i like to make a seamless grass/ carpet effect that have different height on some areas , in different word i like to add a mask to the height map that i use for MOP.
something like
Not sure what that function is, but its not Parallax Occlusion Mapping. POM requires a texture object sample which can be iteratively ray traced. The above node looks to be a copy of Bump offset.
You can control the height of POM by doing a Lerp on the āheight ratioā input, but you must use a texture object for the heightmap itself.
is how you can control the height ratio by mask:
http://image.prntscr.com/image/f29f4efd8a88493faadbc68a208b8bd8.png
To blend several different heightmaps without noticeable floating, you would need to perform the blending inside the POM custom node at lines 12,37,62, but is advanced and you are not likely to need it.
Thank you guys for the answer as it worked , i have another problem hope you guys can give me an advice if there are an easy way to do it , as you can see in below image i want the area that got the mask to have zero height as now they look like its floating , the reason i am going to these hard way is becasue i donāt want to touch the original height map so i can tile the height map freely without tiling the mask .
so is there are a way i can let the area under the mask to get zero height map so it ill look like its deep and the area around it have height ?

You can tweak reference plane value for that.
I did but didnāt get a good result , i will try to bake the mask to the original height map or find another way . thanks mate for the help.
Hello. Been trying to setup a POM with Silhouette for quite some time with no success.
I followed both the wiki and post instructions, but I guess the instructions on the first page do no longer work now that thereās an official POM node.
Said so, how am I supposed to activate silhouette?
I read about āParallax UVsā on last page, but have no idea where to look at.
Right now I do have two materials, one of them replicating the tutorial example on the Epic Wiki (working without silhouette), and the other one replicating the first page setup (working on the preview of the material but unable to work outside of it).
Am I doing something wrong?
Just give a try to pixel depth offset.
Tried it already with no luck. At the moment I am trying it on a custom mesh with custom textures with no luck as well, the borders do not seem to work at all:
Looking at some videos with POM+Silhouette, the borders shouldnāt work that way, right?
I attach my material.
[MENTION=329944]Mr. Boat[/MENTION] There is no easy solution for . If you know, where the edge of the mesh is placed in UVs, you could check if coordinates, that POM node outputs, are exceeding a given value. If yes, write 0 to opacity mask, otherwise write 1. method is probably not flexible enough to be actually usable. If you need silhouette on those edges, consider using tessellation. Otherwise, you could try implementing silhouette POM on your own. You would need geometry shader access for that and it is beyond of what can be done in material editor.





