So yesterday during the stream I announced I would be making a Parallax Occlusion Mapping tutorial for those interested in the material function and how to go about setting it up. I was inspired by our Senior Technical Artist - Ryan Brucks while watching the POM Twitch Stream. I highly recommend watching this stream as Ryan does an amazing job of breaking down the functionality of Parallax Occlusion and how it is calculated. You can learn a great deal about this material function and even good rendering practices by watching the stream!
There are a few things I would like to mention before posting the tutorial.
- This tutorial is going to be made compatible for 4.9.2 and 4.10.2. When the official release for 4.11 is out, I will update the tutorial to reflect the changes.
- You might notice the missing ‘Reference Plane’ input on the POM function. Ryan mentions in the stream he has made sure to add this in versions 4.11 and on.
- Understanding how and why something works is equally as important as setting it up correctly (This is where the technical explanations in the stream will help a lot)
- This tutorial will be using the ‘T_CobbleStone’ texture from the ‘Starter Content’ as it produces an awesome result!
- I will also provide a simple mesh as an example of the type of surface you will generally use when implementing POM.
- This Material Function has a pretty high instruction count on it’s own, so you want to use POM intelligently for things like debris filler or ground cover.
With all of that said, I will post the tutorial in this thread when it is complete. You will also be able to find it on my Wiki Profile Page where I have some other fun and useful tutorials!