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Overview

Sections

Parallax Occlusion Mapping (POM) and Offset Bump Mapping (OBM) are similar to how Tessellation and Displacement is setup but not quite as expensive.

As a result it can be considered for use more often but due to the way in which it works POM will not always be suitable for every situation (exampled below).

Generally, POM is used on flat ground surfaces like concrete roads since the silhouette does not change, cylindrical objects also look good in some cases.

However, if you want to have an obvious silhouette change and the object will be noticeable to the player then one of the Tessellation schemes or Silhouette POM would be a better option.

 

POM vs OBM

POM is for PC on "High" or "Very High" spec only. OBM for anything else (Low/Medium spec), including consoles.

For assets that should use POM, please enable both shader options in the material and tweak the parameters accordingly.

The engine will automatically fall back to OBM on configs that cannot run POM.

 

Required Textures

Here's an example of an asset successfully using textures from 4 different folders:

 

  • Diffuse Map is used as the main source of color.
  • Normal Map gives the necessary normal information for the eye.
  • Specular Map gives the necessary normal information for the eye.
  • Displacement Map provides the information for how the iris and pupil should deform, this information is stored in the alpha of the texture (as standard for all _displ textures).

POM Displacement

Displacement 0

Displacement 0.03

Displacement 0.05

 

Self Shadow Strength

Shadow 0

Shadow 3

Shadow 5

 

Blend Layer Use

For regular POM/OBM materials set diffuse and normal map as usual. The _disp texture will be loaded automatically as long as the above steps are completed.

For use with a second Blend Layer, your diffuse map goes to "Custom", normal map to "[1] Custom" and the height map to "SubSurface". In this instance, you need to explicitly set the height map.

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