Quick question about Parallax Occlusion Mapping

Hey people,

last week I was messing around the parallax occlusion mapping node in the material editor for the first time and there is this one input, the ‘heightmap channel v4’ which I don’t quite understand … ^^ In the tutorials I found there was a vector 4 parameter set to 1,0,0,0 connected to it via an append node holding the rgb and the alpha of the parameter.

My question now is, what is this input actually doing and why do I need to set those specific values? Or how do I know what to set those values to?

Would be very glad if someone could explain this to me a little better or link a tutorial where this topic is being discussed!

Thanks!! :smiley:

The input is controlling which channel of your texture (red green blue or alpha) is used as heightmap. As an example, if your heightmap is stored in alpha channel, you would need to set it to (0,0,0,1).

Aaahh I see!! Thanks! :smiley:
So it’s referring to the texture object I am inputting as the heightmap? What compression setting is recommended for that texture? Is there one actually called ‘heightmap’? And do I need to set it to linear grayscale or mask or something different?

Sry for asking stupid questions -.-
Just find it quite difficult to get a hang of that…

oh and another thing I have noticed, POM doesn’t really work with overlapping uv’s does it? I was planning on applying it to the second uv channel of my mesh intended for usage of tiling textures. The faces of the unwrap are overlapping and when I applied the POM material it caused weird artifacts.
Is there a way to use POM Materials for this manner or is it just not possible to calculate the correct values because of the overlapping uv’s?!