Right-click the texture sample 'T_CobbleStone_Pebble_M' and convert it to a texture object and plug it into the 'Heightmap Texture(T2d).Ĩ. Hold the 'S' key and left click to create a Scalar Parameter. Within the Material Editor graph, right-click and type 'Parallax' and select the 'Parallax Occlusion Mapping' material function.Ħ. Right-click on the texture sample and choose the 'Create Material' option.ĥ. In the Content Browser locate the 'T_CobbleStone_Pebble_M'Ĥ. Import the attached mesh (or your own if you have one).ģ. Create new blank project with Starter Content.Ģ. This is a simple example of how POM can be used as a filler around large objects like rocks and pillars.ġ. Here is an example of what your outcome will look like. I have attached the example mesh in this tutorial below. You will also want a somewhat curved plane mesh for the material function to work well for this example. The textures used in this example are T_CobbleStone_Pebble from the Starter Content pack. I will be giving a brief explanation of the inputs being used, but if you want a more in depth explanation head to theĪnd listen to Ryan Brucks go into greater detail on the POM Function. Parallax occlusion mapping is used to procedurally create 3D definition in textured surfaces, using a displacement map (similar to a topography map) instead of through the generation of new geometry. Parallax Occlusion Mapping or (POM) is an enhancement of the parallax mapping technique. It is assumed the user has an intermediate understanding of the Material Editor and its associated terminology. This tutorial is a simple example of how to set up Parallax Occlusion Mapping (POM).
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