Most importantly for me is to not have to change the HLSL code in the custom node when I want to reference another texture sampler.Īnd that there won’t be any issues with having multiple of this material function in the same landscape material without having them go apeshit and reference the wrong samplers. ![]() Here’s an example of just how accurate the most recent version can be! I’ll write a post detailing some more features later this week. I checked the other thread and it looks like we use basically the same algorithm, however mine has some early outs for efficiency, adjustable view angle falloff for per-asset iteration scaling, and a refinement phase to drastically reduce staircasing if you have extra power to spare. It’s not a cheap effect, but it’s surprisingly affordable if you don’t use a high res heightmap or won’t be covering much of the screen with it. Just give it a heightmap object and it’ll give you the parallaxed UVs to use or further manipulate however you like. I’ve done a fair bit of testing to find sensible defaults for everything so that if you only want to prototype you’re not asked to fuss around with iteration values and whatnot. Glad to hear it! The entire thing is packaged in a drag-and-drop Material Function. Haven’t tested this yet but I’ll be sure to and post about it here! I plan to make this available on the Marketplace for ~$30 dollars, with a large example library done in the style of Epic’s walkable content demos.Īny comments, feedback, suggestions, or requests you might have are extremely welcome! More images to come shortly. Here are some work in progress shots using unmodified T_Cobblestone_Pebble textures from the starter content: I’m making a “real” parallax occlusion mapper with variable iterations, easy plug-and-play heightmap replacement, better visual results, and a whole lot of other goodies I’ll talk about soon. It’s slow, it’s static, the number of iterations is fixed, it’s nearly impossible to edit, it doesn’t compute silhouettes, the layers aren’t interpolated, and that’s just off the top of my head. ![]() ![]() It achieves this through overlapping opacity maps, taking tiny slices of the height information from top to bottom, and shifting the slices’ UVs at differing magnitudes based on their desired depth. Well, it does, but it’s this horrible inflexible homunculus of a node graph that I can’t even screenshot fully when zoomed all the way out. So UE4 doesn’t include a parallax occlusion mapping shader.
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