POM Artifacts when Up close
I'm having these weird artifacts when I'm close to a parallax occlusion mapped material, I followed the guide on the wiki https://wiki.unrealengine.com/Parallax_Occlusion_Mapping and did everything, I added a split in the UVs though since I wanted to control the tiling individually. even with the ddx ddy nodes, I still have the artifacts.
Everything is working fine except when I get close or do nothing, these artifacts show up. It only happens on the POM materials. My material settings has Min Steps = 8, Max Steps = 32, Height of texture 0.1 (should I only go for lower heights?), I also set the channel to 0,0,0,1 since my height channel is on the alpha channel.
Motion blur is off, AA is set to Temporal AA, I even changed the AA to FXAA or MSAA or None, I'm still seeing it. I'm running on Nvidia 750, Win7, everything is up to date if that helps.
Been searching around the web but couldn't find anything about it or I'm using wrong keywords as I'm not sure how to describe it or what terms to use.
Any info on this are welcome, I just want to know what causes this
asked Aug 14 '17 at 07:01 AM in Everything Else
It could be caused by using pixel depth offset together with dynamic shadows. Try disabling shadowcasting for the object in question.
answered Aug 14 '17 at 07:33 AM
Hey I know you probably figured this out by now, if so please share your method haha
But I am trying to solve this currently and the only way I found was to violently move the Reference Plane scalar to: -13351.116211 !!
Now of course this will bring me a host on new issues make it useless but, at least I got rid of the damn speckles!!
On a serious note, any one figure this out?? Followed several tutorials to the letter and still get this.. :(
Follow this question
Once you sign in you will be able to subscribe for any updates here