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Bump Offset and Parallax Occlusion Mapping - UE4 Materials 101 - Episode 8 

Ben Cloward
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Here we discuss two techniques for improving surface shapes beyond normal mapping. Both techniques use a height map to more clearly define the shape of the surface. Bump Offset mapping adjusts the UV coordinates of the surface based on the view angle and depending on the height map. It's a fairly cheap technique, but doesn't work well at glancing angles. Parallax Occlusion Mapping traces rays to recreate the surface shape. It's a more robust technique that works at glancing angles - but it can also be significantly more expensive. This video shows how to set up both techniques.
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• 01 Offset Mapping - HL...
• WTF Is? Material - Bum...
• Unreal Engine 4 Tutori...
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• Displacement vs Parall...
• Parallax Occlusion Map...
• UE4 Parallax Occlusion...
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6 сен 2024

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Комментарии : 129   
@Karttibone
@Karttibone 3 года назад
I have looked so hard on digestable information on Parallax Occlusion Mapping on the internet and had to piece it together from wikipedia and some very academic papers and here it was explained so easy haha. Very well done.
@focusmaya251
@focusmaya251 2 года назад
Me too-:)
@mcp613
@mcp613 2 года назад
This effect looks really good and is really easy to add (Especially compared to displacements on UE5). Thank you for this.
@Ikhtus
@Ikhtus 3 года назад
For anyone having trouble downloading those textures Ben provided ,try changing browser. Most of the links doesn't work on Mozilla Firefox but worked on Chrome. I really love this tutorial series, it's easy to understand and still goes a lot deeper in detail than your average tutorials or even Unreal's own tutorials about materials. Thank you, Ben! I've learned a lot.
@xaoluz4724
@xaoluz4724 2 года назад
I can download the files, but once I import them to unreal they dont appear correctly, like the textures are just white. Do you know what can be a problem?
@Ikhtus
@Ikhtus 2 года назад
@@xaoluz4724 I wish I could help you, but it's been a while and I haven't touched materials in a long time. Maybe somebody in the comments has the same problem. I would guess it's about some setting in the import settings. Try changing them one at a time and see what helps. You'll get better understanding of materials anyway. I wish you luck!
@xaoluz4724
@xaoluz4724 2 года назад
@@Ikhtus Im gonna try that and thank you!
@colinmerrick1407
@colinmerrick1407 3 года назад
Love your series on Materials the breakdowns and the simplicity of your teaching of the subject is gold dust!! Thank you Ben!!
@SamG-nq4pi
@SamG-nq4pi Год назад
wow thank you ! finally what i was looking for
@merthyr1831
@merthyr1831 3 года назад
Great video! Breaking down the different ways the maps interact with the final result (especially using a greyed-out color map to help highlight it) is very useful imo
@TPrismdotnet
@TPrismdotnet 3 года назад
Thanks Ben! I've been playing Demon's Souls on PS5 and was wondering how they managed to get the brickwork on the walls to pop so well. Pretty sure this technique has a lot to do with it!
@giaco89
@giaco89 4 года назад
Hey Ben! Love your channel! :) Would love to see how you'll set up a layered Master material? that work with a unique mask and a transition mask
@jihwanoh1
@jihwanoh1 2 года назад
Best channel i've ever had
@user-zf4vq3of7o
@user-zf4vq3of7o 3 года назад
Hi Ben! Thank you so much for being able to selflessly share your knowledge. I'm using Blender to learn your tutorials and trying to replicate all the effects through Blender's own nodes, and I was wondering if you have a tutorial on how to create the POM and BumpOffset node? Thanks again!
@TutorialesKames
@TutorialesKames Год назад
Thanks!!
@fracturedfantasy
@fracturedfantasy 2 года назад
Parallax is really awesome. I used it in a unique way by plugging it into the Add portion of the texture instead of the TexCoord of your previous lessons and created some fun effects. Great vid as always!
@nfrancisj2122
@nfrancisj2122 2 года назад
I hope your reaction was like mine when epic first released the Paralax occ mapping. Just mind blown at how low the glancing angle can go. I hope they work on getting this to self shadow. Thanks again for your tuts!
@devenderkumar9115
@devenderkumar9115 2 года назад
thats really good info
@privaatsak
@privaatsak 3 года назад
Hey Ben, how would you go about tiling a texture inside a POM shader? - say for an extra layer of detail that still adjusts correctly to the parallax? Your tutorials are spot on and just what I was looking for by the way, thanks so much!
@kenalpha3
@kenalpha3 2 года назад
Did you find an answer? UE4 is so frustrating, to find out how to basic features that UE3 and below had = texture tiling/alignment for all surfaces. I vaguely know about World texture in UE4, which tiles [only?] on the XY axis (ground view). But I need to tile a cube.
@Melarancida
@Melarancida 2 года назад
​@@kenalpha3 the texCoord node has UV tiling attributes (look in the details panel). Alternatively, if you need to expose the tiling attributes in your material, you can multiply a texCoord by a constant, which tile your UVs, and then convert the constant to a parameter. And again, if you want to tile your UVs from a center point (instead of the top left) you need to subtract 0.5, multiply by a constant (this is where it tiles) and add back in the previously subtracted 0.5. This will center your uvs before tiling is applied, that's why we offsetting them at first. I'm pretty sure Ben covers this somewhere in his "Shader Graph Basics" series. Hope this was helpful.
@kenalpha3
@kenalpha3 2 года назад
@@Melarancida Thanks for that helpful information. (I haven't tried it yet because I finally made a Worldaligned texture in all directions - from another guy's function that built in the tiling code you speak of.) They should hire people like you and Ben. My point is it's frustrating that what you describe is not built into the game by the Devs - I have to watch a tutorial or ask how to do it. In UE3, we could right click a surface and pick from tiling options. I.e. we could change texture loc options per object per surface. But now they want us to hard code an offset into a Material? But even using Instances does not solve the issue of manually offsetting a specific texture face, per 100 different objects (id have to make 100 instances?) Can you direct me to a video that teaches about how to do this in UE4? [Is there a way to adjust a specific texture-face offset per object (mesh or geometry) - without editing its Material code or Instance (which I do not think has separate settings for just a Z face, or Y face). (The guy's custom WorldAligned function that I am using does have separate offsets for X, Y, Z. But my Material has 500 instructions after making it 3 vertex Paint layers. Thus I'm wondering if there is a cheaper way to offset specific faces in the Editor instead of code.)] Ty.
@cipheroth
@cipheroth 2 года назад
Thanks Shader Master
@cosmotect
@cosmotect 4 года назад
Thank you for a concise and informative video!
@bernhard.design
@bernhard.design 3 года назад
Great Job Ben. Thank you so much, appreciate it!
@mongmong4519
@mongmong4519 2 года назад
You are The Best!
@focusmaya251
@focusmaya251 2 года назад
Great Ben thanks for sharing knowledge
@davidcr7457
@davidcr7457 3 года назад
Thanks, this helped a lot!
@rebeirostephen
@rebeirostephen 4 года назад
Very nicely explained, adding to favourites, liking and subscribing. Thanks 😊
@ChalJawan
@ChalJawan Год назад
beautifully explained!!
@DJjeffer92
@DJjeffer92 3 года назад
Thats great, but i alway get this error. [SM5] (Node BumpOffset) Arithmetic between types float2 and float are undefined.....
@TheNerd
@TheNerd 3 года назад
this blew my mind
@abilalp9104
@abilalp9104 3 года назад
thank Mr Ben. Great videos.
@dimitardimitrov7950
@dimitardimitrov7950 4 года назад
Thank you so match really good and informative tutorial it worked all perfectly for me to.cheers gave nice day sir.
@BenCloward
@BenCloward 4 года назад
Nice, that's great to hear!
@nw5992
@nw5992 4 года назад
Thanks, this was very informative!
@ethanwasme4307
@ethanwasme4307 4 года назад
you can also stack multiple bump offsets together to get more quality
@ptimozf8743
@ptimozf8743 Год назад
thanks you
@jongo8535
@jongo8535 3 года назад
Thanks, very helpful
@jaypockets
@jaypockets Год назад
Hey Ben, I was wondering if you would be able to explain how one might combine POM with a World Aligned Texture? I've been tinkering around with it but can't seem to get it working accurately. As far as I'm aware, they technically don't work together unless you mess with the internals of the functions, but if you are able to figure it out I would love a quick explanation or screenshot of the node layout (UE). Many thanks regardless! Your tutorials have been a boon.
@noobaaxa6680
@noobaaxa6680 4 года назад
Thanx man
@plasid2
@plasid2 4 года назад
Hi, as always great tutorial thx, I have quastaion about POM and "Grain Noise", grain is less when I use hight min,max steps and AA but killing performance. Maybe existe some trick to reduce this "grain" without AA and low steps?
@BenCloward
@BenCloward 4 года назад
As with all things in computer graphics, you have to find a balance between the effect being too expensive and looking nice. My two recommendations are 1 - reduce the resolution of the height map texture and blur it out a bit so that's smooth and only shows the details that really matter. And 2 - lower the min and max steps until they're just one or two values higher than the point where things look bad. If the effect is still too expensive at that point, then I'd consider using bump offset instead.
@privaatsak
@privaatsak 3 года назад
Brilliant tutorial. I'm doing this on a flat plane and wondering if it is possible to disable texture wrapping so I don't see the repeat of the parallax on the edge when at a glancing angle? Thanks!
@manonthedollar
@manonthedollar 3 года назад
Do you have any suggestions or guidelines as to how to determine if you should model a detail into the geometry, vs do it in the shader? I imagine there is a point where it makes more sense, performance-wise, to do it one way over another.
@shakaama
@shakaama 2 года назад
why does it look like, instead of it being outside the box, you're looking in inside cobblestone frozen in clear amber?
@hasnatkias7376
@hasnatkias7376 2 года назад
Thank you sir
@iiyaman69
@iiyaman69 3 года назад
nice one !!
@jaymike5062
@jaymike5062 4 года назад
Can I use the displacement map from quixel assets for the height?
@BenCloward
@BenCloward 4 года назад
Yes, that should work great.
@turalmemmedov3648
@turalmemmedov3648 4 года назад
Huge thanks again )) Could you explain a bit more what texture sampling, texture object and texture lookup means. I searched in internet but all of the answers are very technicall. I feel that I need to understand better what exactly this terms and how they work for better optimizations. It world be amazing to make dedicated video just for this. Thank you again for your amazing videos. ))
@BenCloward
@BenCloward 4 года назад
Thanks for asking, Tural. I'll give you a "short" answer here and then consider creating a video with a longer answer. The shaders we create define the color of every pixel on the screen. One way of applying color to a 3d model is by using texture maps (2d images). The model has a set of surface coordinates that define how the texture is applied (let me know if you want more details about texture coordinates). For texture sampling, the graphics hardware needs to figure out what part of the texture to apply to each part of the model, so you give it the coordinates at each location and it uses those coordinates to determine which pixels in the texture map to apply for each coordinate it's given. What else would you like to know about the process?
@turalmemmedov3648
@turalmemmedov3648 4 года назад
​@@BenCloward Ohh thanks for answer )) Looks like I couldnt explane my question because english is not my native language, sorry about that. What I actually want to know is, the difference between texture object and texture sampler in UE4. Why does they exist (Or do I really need to know the difference between thouse two? Will it give me any advantage during optimization?) Is there any performance difference between thouse two? I noticed that, with changing the option to shared wrap in sampler source we can use more than 100 textures in ue4 editor, but when we use material function, this option is not avaliable any more because we are using texture object (At least I couldnt find a way )) ). So what is a benefit of using texture object over texture sampler, and why I need to use material function with 16 texture limitation? And is there any side effect using shared wrap mode? Other than that, you said that parallax node uses multiple texture sampler, so is this same thing as using multiple texture sampler in editor performance vise or does using node that uses multiple texture sampler gives us performance advantage over using same amount of texture sampler by ourselves? And is a texture lookup same thing as using multiple texture sampler inside of node? For example from my understanding triplanar texture uses 3 or 6 texture for computation. So is this 3 or 6 texture lookup? When I see people talking about thouse type things in forum, I feel confusing. So my question is about thouse type of things )) Hope I made my question clear. Thank you for taking your time and answering my questions ))
@BenCloward
@BenCloward 4 года назад
@@turalmemmedov3648 Ah, ok, now I understand. When you use a texture map, there are a couple of things that need to happen. First, you need a way to define what texture asset to use (the texture object). And second, you need a way to select the pixel in that texture to use (the texture sample). Most commonly, you do both of these things in a single node - the Texture Sample node. This node allows you to both select what texture to use and sample that texture using UV coordinates. But sometimes you need to do those two things independently. In the case of parallax occlusion mapping, the same texture object has to be sampled multiple times with different UV coordinates. That can't be done with a Texture Sample Node, so we use the Texture Object node instead. The Texture Object node does not sample the texture. It only lets you define what texture to use. Then the sampling is done inside the ParallaxOcclusionMapping node itself. I hope that makes sense. Sampling a texture and doing a texture lookup are two ways to say the same thing.
@turalmemmedov3648
@turalmemmedov3648 4 года назад
@@BenCloward OMG, This is actually simpler than what I imagened in my head )) So this is not a choice one over another. Now it make sence. I overcomplicated things )) Thank you very much. Cant wait for your next tutorial.
@pijcab
@pijcab 3 года назад
@@turalmemmedov3648 Also as far as I know, programatically speaking, placing a Texture Sampler on your Material Blueprint implies the creation of a Texture Object by default, under the hood (if you were to look at the C++ code). You can see it as the Texture Sampler being a complete house and the Texture Object as a singular brick. To make a house you need bricks "sampled" (to refer back to our domain) multiple times over and over, if that makes any sense for a more technical explanation x)
@tryit2136
@tryit2136 2 года назад
How do I use world align texture with POM? Problem is how do I connect WAT with POM cuz POM requires texture object, N WAT has XYZ output.. How do I make them work together, I thought maybe i can make new function of WAT and add one more output..but then how do I extract the texture object data and connect to POM.. Please somebody help Thnku
@0x_Anakin
@0x_Anakin 4 года назад
Amazing videos!
@GatyhInteractive
@GatyhInteractive 7 месяцев назад
Ben, Do you have any idea on why can i not use P.O.M with a make matterial attribute ? Im trying to add POM to an automaterial??
@pubudu781
@pubudu781 3 года назад
Hey Ben, Great Tutorial, is it possible to use the technique in your auto landscape? Can you please make a tutorial about it if that's possible? I think it would so much better than using tessellation.
@chlbrn
@chlbrn 4 года назад
Hi Ben, I really thank you for sharing your knowledge and techniques. When I saw the titles of your videos, I thought I knew these techniques. But I still learned a lot after watching them. And could you do a tutorial on converting height map texture to normal map directly inside Unreal, I mean I have a height map but I don't have normal map so is this possible to do directly inside Unreal? I hope you don't mind this and thanks again.
@BenCloward
@BenCloward 4 года назад
It is possible to convert a bump map to a normal map in real time in the shader - yes. However, it's much better for performance to do the conversion before hand and then just use the normal map at run time. Most people just do that so that it will run faster. However, I will add your idea to my list of videos to do. Thanks!
@chlbrn
@chlbrn 4 года назад
@@BenCloward Thank you and you are right. Normally I convert bump map to normal in Substance Designer. It was just a recent case that I was told to do a dynamic rain ripples material which has to be fully procedural. I managed to get sine wave but got stuck with converting black and white bump date to normal data. The case is minor but very interesting.
@BenCloward
@BenCloward 4 года назад
@@chlbrn Yep - that's the situation where you need to do it - when you have a dynamically generated bump map. In three weeks I'm going to be releasing a video that shows how to do a rain ripples effect. It may get you what you're looking for. I'm using Sebastian Lagarde's technique found here if you want a sneak peek: seblagarde.wordpress.com/2013/01/03/water-drop-2b-dynamic-rain-and-its-effects/
@chlbrn
@chlbrn 4 года назад
@@BenCloward Gotcha, I will try to imitate his method and see if I can make any progress.
@iciervasotomayor
@iciervasotomayor 3 года назад
@@chlbrn I jump in to leave a tip: Blackmagic's Fusion (now included in DaviciResolve) can convert height maps to normal maps. So you can use that Fusion to compose your stills (as you would do in Photoshop but here you can animate anything) and then, with basic channel handling, export albedo,, height, normals and mask with one single mouse click. You can also make a flipbook sheet with your animations fast and easy. And, of course, Fusion has solid color space and gamma management.
@Dhieen
@Dhieen 3 года назад
Very cool but the parallax occlusion mapping seems alot limited, the shadows are like the object is flat, and my plane that has the pom material takes more light than my other materials , and it works only on planes
@csocius
@csocius 4 года назад
I FUCKING LOVE THIS !
@barmaleevmax
@barmaleevmax Год назад
Hi Ben! It's a very cool technique, but there is one thing. If you apply parallax to a large surface, you get the effect as if the relief is deflected away from the camera view. How to avoid that?
@spacepirate9882
@spacepirate9882 4 года назад
POM never worked for me. It just looks like shifting down the whole texture on the Z axis instead looking like moving the higher pixels up. So if you use it for landscape, every mesh on the ground (grass, rocks, etc.) looks like floating over the ground because when you move the camera, the ground moves faster than those meshes. Also, two landscape layers (lets say gravel texture and grass texture) looks like on different height because they don't have the same parallax.
@BenCloward
@BenCloward 4 года назад
I've heard from other people that it doesn't work on landscape. Have you tried it on a prop mesh?
@Babu646_
@Babu646_ 4 года назад
I'm getting the same problem with basic POM setups. Edit: Found the issue! You need to manually specify the heightmap channel as a constant NON PARAMETER (ie. 1,0,0,0).
@saito0969
@saito0969 3 года назад
Hi - great tutorial! Im wondering is there a good way to get displacement working on a texture atlas? I have one big texture for various 'floor' materials - concrete, bricks, tiles etc - and if i apply displacement you can see the edges of different textures on the atlas start to bleed in during the displacement.
@l_t_m_f
@l_t_m_f 2 года назад
Very cool ! To experiment I made Height 0.25 and Steps 1024. The result was a strange 3d world within my surface. I check Shader complexity and its all green. Experiment successful?
@Taam-c2s
@Taam-c2s 4 года назад
Hey Ben, any idea how to do Silhoutte POM?
@user-vm4wz9vf8n
@user-vm4wz9vf8n 4 года назад
PОM doesn’t work in 4.21. Are these epics something broken or a hidden checkmark appeared?
@panzerplayz3105
@panzerplayz3105 3 года назад
Great tutorial but is there is way to fix the border of the box ??
@BenCloward
@BenCloward 3 года назад
Ah, you've found the main weakness of these techniques. They break down when you look at them edge on. Parallax occlusion works a little bit better when looking at steep angles, but it's also more expensive.
@bernhard.design
@bernhard.design 3 года назад
Is Parallax Occlusion Mapping more expensive to render than just the normal mapping?
@BenCloward
@BenCloward 3 года назад
Yes, it's quite a bit more expensive.
@bernhard.design
@bernhard.design 3 года назад
@@BenCloward yes, that makes sense. I guess for best performance it’s best to have optimized geometry with some details instead of using normals maps, height maps, parallax occlusion or displacement. Last one seems to be most expensive. 🤪
@pawpotsRS
@pawpotsRS 4 года назад
How can you combine this with texcoor and make pom available as switch? Is it before or after the pom function?
@BenCloward
@BenCloward 4 года назад
You would set up a switch between Pom texcords and standard texcoords after the Pom function.
@jhebadiasprunklefunk9243
@jhebadiasprunklefunk9243 4 года назад
Hey Ben, do you think several layers of bump offset to mimic POM would still be cheaper? Well upto a point. I suppose I should just profile it to find out myself :D
@BenCloward
@BenCloward 4 года назад
No, I don't think it would be cheaper. I think it would just end up being a different way of doing POM.
@jhebadiasprunklefunk9243
@jhebadiasprunklefunk9243 4 года назад
@@BenCloward thanks for the reply! And the vids, I really enjoy the depth of the fundamentals. Most of which I did not know as well as I should have :D
@s4ns398
@s4ns398 4 года назад
Hey Ben! I have some questions: Its cheaper than modelling it out, or just use plane with material, some rocks on it and combine them? I asking for performance side, and its VR friendly?
@BenCloward
@BenCloward 4 года назад
Yes, it's cheaper than modeling it out. I haven't worked on VR projects so I can't tell you for sure - but it would be cheaper than using geometry for sure.
@s4ns398
@s4ns398 4 года назад
@@BenCloward Thank you! Its not problem, i got the answer of my main question, and i ll test out the rest! :D
@BenCloward
@BenCloward 4 года назад
@@s4ns398 For VR - since performance is so important, I'd recommend using bump offset and not parallax mapping. Parallax mapping can get pretty expensive.
@uglyavatar7650
@uglyavatar7650 4 года назад
how do you change the tiling if you are already using the UV input?
@BenCloward
@BenCloward 4 года назад
If you multiply the UV coordinates by a constant (or an exposed parameter) before passing it into the UV input, it will change the tiling.
@uglyavatar7650
@uglyavatar7650 4 года назад
@@BenCloward Thank you. I have been really enjoying your videos.
@zeon3d755
@zeon3d755 3 года назад
How do you create heightmap from Quixel textures?
@BenCloward
@BenCloward 3 года назад
In the Quixel Bridge, select the Surface asset that you'd like to download. Then in the download tab, make sure that the "Displacement" map is checked. This is the texture that you need.
@zeon3d755
@zeon3d755 3 года назад
@@BenCloward Oh I see. Displacement is known as heightmap as well. Thanks.
@audiogus2651
@audiogus2651 4 года назад
Do you think it is possible to make a parallax occlusion shader that supports uv scrolling? I have tried to make one in Unity but no luck. Tempted to try Unreal to do it.
@BenCloward
@BenCloward 4 года назад
Yes, you can do that. Do you want the surface shape to stay put and have the color texure scroll over that, or do you want the surface shape to scroll?
@audiogus2651
@audiogus2651 4 года назад
Ben Cloward ahhh great, got it working! Yes, it was scrolling the whole thing, color texture and surface shape. Thanks for the affirmation!
@kenalpha3
@kenalpha3 2 года назад
@@BenCloward Hi, ty for providing the example textures. Can you explain how to setup what he asked [UV?] scrolling? I believe hes asking how to enable texture tiling - so the seams match with the next object, e.g. if 2 meshes with this texture are next to each other? Thank you.
@momomadi2
@momomadi2 4 года назад
first i thank u very much for ur tuts my question is -can be use Bump Offset or Parallax Occlusion Mapping - in landscape material instead off tessellation ? - and if yes -witch one give better performance
@BenCloward
@BenCloward 4 года назад
mido madi Yes, both of these techniques can be used on terrain. Bump offset is the least expensive. Parallax occlusion mapping is more expensive depending on the settings you give it, but it also looks better than bump offset. Tessellation is the most expensive, but also looks the best.
@momomadi2
@momomadi2 4 года назад
@@BenCloward god bless - i have distance based tessellation , but i thinks its no need to terrain to be that heavy because we cover it with grass and rocks so i think POM is the better choice - what u think ?? + i have another question . can we use both Bump Offset and POM same time . like i have lerp based on texture blend - between land material and slop material . so on land i can use bump offset and on the slop i use POM -- is there any gains from this ?
@carlossuarez9272
@carlossuarez9272 4 года назад
@@BenCloward Hi Ben I follow your tutorial and are really awesome. I wondering if you can make a comparition between this two method in a Landscape to see the difference more clearly.
@carlossuarez9272
@carlossuarez9272 4 года назад
@@momomadi2 Do you reach any solution or test it? It's possible blend this type of method in a Auto Material Landscape?
@momomadi2
@momomadi2 4 года назад
@@carlossuarez9272 yeah . Its not worth it . Regular desplament is bettter
@user-nm4gt9zx7k
@user-nm4gt9zx7k 2 года назад
Hey Ben! Thank you so much for a great explanation (as always)! I have one question though - is there a way to blend 2 materials with PDO POM using vertex paint? I've tried to create a material of that kind myself, but faced an issue - I don't know how to make POM apply to the blending mask which is used in the HeightLerp node. Sorry if I describe things not clear enough, but hopefully you can get the idea :)
@1_Man_Media
@1_Man_Media 4 года назад
Absolutely loving your shader series, I just found your channel last night and working my way through. I got a question about tessellation compared to these methods is it more expensive less expensive / better worse of an effect? I have been using tessellation for most of my projects but never tried parallaxing whats your take on that?
@BenCloward
@BenCloward 4 года назад
Hey Ryan - I'm glad you're enjoying my videos! Thanks for your question. It's a good one! Tessellation and parallax mapping are both fairly expensive - but in different ways. Tessellation is expensive in the parts of the graphics pipeline that come before the pixel shader - the geometry shader, the vertex shader, etc. Parallax mapping is expensive in the pixel shader. With both techniques, it's really easy to accidentally turn things up too high and do more work than you need to do. It's important to tune things very carefully for both of them. For tessellation, you want to find the right triangle count and the right distance falloff. It's also important to use fresnel falloff so that the tessellation is focused on the silhouette edges and not as much in the middle where it's not as noticeable. For parallax, you need to tune the min and max sample settings so that you get just the right amount of detail without the slice artifacts becoming noticeable. Which one is more/less expensive? I don't know. It depends on a lot of things, including what hardware you're running it on, how well you tune it, what else is happening in your scene, etc. The best advice I can give is to test it and see!
@1_Man_Media
@1_Man_Media 4 года назад
@@BenCloward fantastic reply and fantastic series, I really hope your channel gets the attention it deserves. RU-vid is full of tutorials but not many of them are from the perspective of someone with a resume like yours. Sadly its a smaller community of people that want to learn advanced techniques compared to tik tok videos, but for those who do this type of content is priceless so thank you.
@user-vs9sl2nz8h
@user-vs9sl2nz8h Год назад
06:59
@ambientartvibes
@ambientartvibes 3 года назад
How to rotate texture UV 90 degrees?
@BenCloward
@BenCloward 3 года назад
To rotate 90 degrees, just swap the U and the V channels so that V is in U and U is in V before sampling. You can do that with a swizzle node. If you do this with the normal map, you also have to swap the red and green channels of the map after you sample.
@ambientartvibes
@ambientartvibes 3 года назад
@@BenCloward Thanks for your reply, I did the swizzle node. It did rotate 90 degrees but Parallax Occlusion becomes flat.
@neprints
@neprints 7 месяцев назад
For expensive materials we can use pixel depth offset 😏
@ChildOfTheLie96
@ChildOfTheLie96 4 года назад
I didn't know Toby from the Office knew so much about computer graphics!
@carlossuarez9272
@carlossuarez9272 4 года назад
It's seams that POM doesn't work with landscape.
@curtisnewton895
@curtisnewton895 2 года назад
.tga ??? do you live in middle age or something ?
@BenCloward
@BenCloward 2 года назад
This comment is not constructive. If you'd like to suggest something else, I'm open to hear your reasons why you think your favorite format is better. Otherwise, don't waste your time leaving comments that don't help anyone.
@BIGTTSNORLAX
@BIGTTSNORLAX 3 года назад
Excellent tutorial!
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