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Unreal parallax mapping performance
Unreal parallax mapping performance








Ensure you are in High or Very High graphics spec.If it isn't A8 fix the preset, save and reload. If you don't see any displacement, double check the format in the Editor's texture file dialog preview. Height maps will be converted to A8 textures. When saving in CryTIF use the DisplacementMap preset to store _displ textures.In some cases you may need to click 'Generate Output' in the CryTIF dialog. The will write the correct meta data onto a. You must save your _displ texture using the CryTIF Photoshop plugin.Save the displacement map in the alpha channel of your _displ texture. Using the alpha channel of the normal map has been deprecated and will no longer work. Do not attach the height map as an alpha channel of the normal map.Height maps have to be explicitly stored using the _displ suffix, i.e.In this instance, you need to explicitly set the height map.

unreal parallax mapping performance

The _disp texture will be loaded automatically as long as the above steps are completed.įor use with a second Blend Layer, your diffuse map goes to "Custom", normal map to " Custom" and the height map to "SubSurface".

unreal parallax mapping performance

Once "Parallax Occlusion Mapping" is enabled in the Shader Gen Params, the following options will become available in the shader params:įor regular POM/OBM materials set diffuse and normal map as usual. Here's an example of an asset successfully using textures from 4 different folders: This was added to simplify the workflow and give more control over assets.Ī Bumpmap texture is still required to use a displacement texture but they no longer need to be in the same folder or have the same name prefix. In CRYENGINE 3.5, the Material Editor will have a "Heightmap" texture slot which is where you set your _displ texture to. The previous method for activating displacement (POM and Tessellation alike) which was introduced in CRYENGINE 3.4 is no longer applicable to CRYENGINE 3.5 and beyond. The engine will automatically fall back to OBM on configs that cannot run POM. OBM for anything else (Low/Medium spec), including consoles.įor assets that should use POM, please enable both shader options in the material and tweak the parameters accordingly.

#UNREAL PARALLAX MAPPING PERFORMANCE PC#

POM is for PC on "High" or "Very High" spec only. Parallax Occlusion Mapping vs Offset Bump Mapping

unreal parallax mapping performance

However, if you want to have an obvious silhouette change and the object will be noticeable to the player then one of the Tessellation schemes or Silhouette POM would be a better option. Generally, POM is used on flat ground surfaces like concrete roads since the silhouette does not change, cylindrical objects also look good in some cases. Parallax Occlusion Mapping (POM) and Offset Bump Mapping (OBM) are similar to how Tessellation and Displacement is setup but not quite as expensive.Īs a result it can be considered for use more often but due to the way in which it works POM will not always be suitable for every situation (exampled below).








Unreal parallax mapping performance