Hard to use for us or hard to implement for you?
As much as I love the new UE4 POM feature, I shamefully admit my disappointment as to your approach on the icing on the cake, the silhouette mapping/clipping.
It’s a essential ingredient for added realism, most noticeably on corners with bricks, stones and just about anything you want to make ‘pop out’ with extra detail at oblique angles.
This is why (S)POM as featured in CE3 made such a dramatic impact, because it was a fully working solution for just about every way you could possibly need it.
With the current state of UE4 POM, you are still forcing us to revert back to tessellation/displacement if we want to achieve a similar look, making for multi material/shader needs
per scene cause there is no ‘one fits all’ available. You could make this happen Ryan but you don’t see the benefit. That’s unfortunate. I see lots of benefits!
Maybe watch this clip again and tell me, you really can’t see this looks way better with Silhouette clipping as opposed to just discarding it?
I really hope you’ll reconsider
On a side note: Is PADM more of the same in terms of technique required?
It produces stunning results and afaik, it does not require a tesselated mesh.