POM material

I did not notice any difference between 4.15 and 4.19
Something must have changed about your settings.(Deph pre-pass ? )

On a side note, max steps multiplier should be lerped between 1 and 1.2 not 0 and 1.2

Thanks for your answer! As we were having other performances issues with 4.18, we ported to 4.19 today and everything is working great (even better than 4.17).
And thanks about the lerp, I have fixed it!

Hi all,

I have reordered the POM function internal code to be more comprehensible and easy to follow and analyze. I have deleted too the TexHeight field on the second custom HLSL code as mentioned that it wasn’t necessary anymore, and deleted one DDY and one DDX node which were called twice. The rest is exactly the same.

So here you have! I wish it’s useful for some of you:

(If it is, is there a way to suggest it to be updated in the engine on next versions? As maybe hey won’t see ).

Best regards!

Hello ,

I am trying to make a vertex paintable POM shader. Failing even a POM material that transitioned through a mask would be very helpful.

Could you please possibly show the full graph here? what is going into the simple grad custom nodes and how does interact with the POM node? Where are the outputs of the height lerp going and how is implemented to the Base colour, Normal and ORM maps?

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Hi! Help me please. How to fix POM error when using decals. In the engine, everything is displayed with distortions, the POM itself and the shadow from it. If possible, please write in more detail. I’m in business a complete noob. Thank. I attached a link with a video recording of the error. Decal and POM - How to fix POM Decals? Help me, please. - YouTube

It was once discussed that virtual texturing can help when Blending POM. Now we have virtual texturing. What about POM and Blending POM with it?

Theoretically doable, but generally, not practicable.