How is the current status of POM in UE4?

Hi guys,
I just read a bit through the forum but can’t find any clear answer to my question…
How is the current status of POM “Parallax Occulison Mapping” in the current version of UE4 ? There are some samples in “content examples” map but it’s not really what i was hopping for…

basically i would like to know if i can and when yes how… to setup a high quality POM shader in UE4 like the one which is used in the cryengine…

thanx in advance
adik

There is an example on how to implement this in the Starters Content that you can include when you create a project. One of the materials using it is M_CobbleStone_Rough.

You can also read more about this implementation here:
http://udn.epicgames.com/Three/DevelopmentKitGemsParallaxOccludedMapping.html

This documentation is for UDK but the material editor hasn’t changed that much.

Some notes about the implementation in Starters Content in comparison to the one documented for UDK:
-There is no self shadowing implementation.
-There is no silhouette clipping.

But you can implement them both yourself follwing the steps in the UDK documentation.

Thanx for the answer but i’m still wondering why there is no “reday to use sample” for pom…
I just checked the M_CobbleStone_Rough shader… It looks like a kind of pom but there is no silhouette like you alreday wrote… The thing is i’m not that much an expert when it comes to shader creation…

I’m also wondering why there is no world positon offset used in “M_CobbleStone_Rough” it looks like the material uses only a normal map…

The reason is that POM doesn’t use world position offset at all. That’s the whole diea behind POM. World position offset happens per vertex. POM is calculated per pixel. Just think of it as a bunch of papers on top of each other (as many as you wish / computer can handle), but still as flat is a single piece of paper. Every piece is cut out based on a height map. and than it is given an offset based on the camera angle in relation to the surface and the height of the POM settings. Take a look at this video, it shows that there is no actual depth in POM:

Yes it is, it just misses the self shadowing and might miss some other tweaks. Mostly because of optimization. The easiest way would be if Unreal had a for loop integrated within the material editor. Than it would be easy to built in a lot of flexibility. You could make whatever you want, it’s just that you have to make it yourself at the moment.

That means M_CobbleStone_Rough is a real POM Shader?
For some reason i can’t find the nodes to tweak the effect… The Cryengine POM Shader has the possibility to tweak / chnage how strong the bump effect is and it also possible to tweak the shadow effect…

Ok i got it… many thanx for you help!