I’m having these weird artifacts when I’m close to a parallax occlusion mapped material, I followed the guide on the wiki A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums 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
With or without the shadow casting it still happens, I also have set everything to static.
It seems I was able to reduce the effect when adding back the ddx, ddy and setting a higher TAA step multiplier. And changing the AA mode to TAA but at other angles it still shows.
Almost looks like overlapping meshes. Did you by chance Accidentally duplicate the mesh or group of meshes and now there are 2 meshes occupying the same spot ?
These artifacts are caused by depth pre-pass. You should disable it for objects, that you want to use POM with PDO on, while ensuring that depth pre-pass is not being forced on globally.
But generally, it looks like a bug to me. It should not be happening.
If you add a custom node and pass in the final PixelDepthOffset value through a call to MakePrecise(), it will fix it, but there is a perf cost. I added a reply to the forum post on this same issue with that solution here: