[Tutorial] Parallax Occlusion Mapping - POM

I also meant to avoid using very deep POM heightmaps combined with terrain that is very jagged or has sharp peaks. You may see some distortion in those cases. Smoother terrain should be fine. In either case, artifacts could be reduced with ‘horizon flattening’ which could be computed as The Dot product between the camera vector and the vertex normal. Take the absolute value of that, then use it as the alpha of a lerp node. Hook up a scalar called ‘horizon flattening’ into A. Leave B disconnected with the default of 1. Then you can multiply this by your Height scalar to make the POM less intense at grazing angles which should reduce artifacts on bumpy terrains.