Pro Tip: If you use TAA or TSR you can annihilate the stepping effect with a Dither, you'll be able to keep your Max Steps to extremely low values while still looking good It's way better if you use a Blue Noise Dither too instead of the stock one The Steps can be optimized based on distance too from the camera, been suffering a lot in making this work since we're using POM on our Landscape, a lot of Optimizations and little tricks, especially in blending the different layers If you use PDO I'd suggest turning off Contact Shadows too, those are the ones that most of the times make it look all glitchy and stuff Wanted to share pictures of the setup but YT doesn't seem to like imgur links and removed my comments 2 times already So if anyone is interested in any of this, can maybe share the raw code
Bangin’ advice. I’ve used dithering with BumpOffset before to get a sort of ‘blurred vertical lines’ effect for an Ice shader before but didn’t think of using it in POM. That’s a good point about the distance optimisation - since the Custom node is actually doing loops based on the step amount input, changing it at runtime/based on a gradient would actually make it execute less code, unlike ‘hiding’ something with a Lerp.
@@IstyManame Just posted a video followup, production value is 0 tho, not very good at this and recorded all at 5-6 AM, probs set the video a 1.25x speed for sanity sake :p Making it came to mind this too: If you use POM you wanna make sure to use a lower resolution Texture for the Displacement since the resolution influences the amount of Samples, and you want to filter it Bi-Linearly instead of Anisotropically, this is one of the biggest performance improvements with it Some other fixes regarding velocity too included in it to make it all work
Please guys, consider not using TAA. TAA can easily give people motion sickness and many consider it to look really ugly. Many devs are using it to fake transparency, make cheaper AO, SSR, Global Illumination etc... but it comes at the cost of completely destroys motion clarity. I'm not saying that this technology isn't cool, but please be mindful not to over-use it. If someone disables TAA and many of your effects rely on it they will end up with ugly dithering everywhere and that's why many games (Especially UE games) have it forced on. This is where graphics settings come in handy
As others have noted, it would be good to understand the pros and cons of this, bump offset, and nanite displacement (at least when the later is feature complete).
motion matching eats, voxel eats, niagara eats, lumen eats, Ai eats, high res texture eats, 3d models eats and now this. i get the feeling that UE is just for yt videos :D edit: dont forget particles, shader and a project above tutorial hell
Nah, you just have to choose what better fits in your project, if you want to use all of it, then of course it will be expensive, it is high-end technology.
Currently working on an RTS game (top down camera with a 40-60% angle like Prismatica plugin demo)- 1) will POM fit great here? since the camera never going to a shallow angle near the floor this type of effect will probably never break 2) POM vs WPO- which one is better for performance?
For a top down, BumpOffset might be enough. But POM with a low step count could also be fine. WPO would require a very dense mesh to get the same effect, but with Nanite tessellation it would be doable. I’d say the order of performance would be BumpOffset - WPO - POM
do you have a vid on how you keep all that stuff in one texture image? ive been using 2 images per matereal but that's using the "NormalFromHeightmap" node but i think thats a realy slow way to do it
I have the Normals in RG, Colourmask in B and Heightmap in A (or Alpha in A, for foliage etc) All my game is coloured using Vector Params instead of textures, and the Colourmask in B channel is just a greyscale that goes in to a Lerp between colours
@PrismaticaDev thanks for the response. Shame it takes 2 channels I'd still need another image for textures that need roughness and metallic I've been working with colour masks as well to be able to reuse textures easier although I didn't realise there was a 3 colour lerp like you used in this vid does it use 0,0.5,1 as 3 solid colour positions or do your textures have negative values and its using -1,0,1?
this video is so good, how would you think going around using parallax for a cubemap of a room inside a window for example? btw the bump way of doing it I really appreciate that you discuss it because I might use it in VR eventually as it is quite cheap
Oh Lordy that’s a spicy one haha. I know they do some parallaxing Cubemaps in GTA or Spider-Man or something, there might be some explanations on RUclips already but maybe not specifically for UE5
There is a built-in material function for fake interior rooms if I remember correctly. Also there are RUclips tutorials, maybe for UE4, but it doesn't matter in this case.
Thanks a lot Prismatica for the video, very helpful! Just a question : is it possible to create a vertex paint material with the parallax occlusion combined?
Sure is! I forgot to film some b-roll footage of it unfortunately. I’ll mention it in the Parallax Decals video I’m editing as a comparison which should be posted on Tuesday :)
Can we make this "8 minute materials" and maybe slow down? Or is there a true beginner course that actually explains what the nodes do and where to find them? You're at 10x speed.
My channel is aimed more towards beginner-intermediates looking to expand their existing skillset. I'm not 100% sure on the best channels for true beginners but there are thousands of videos on RUclips that can get you started :)
@@Criteon Why the strong attitude? I come from the C4D world where I use parallax mapping all the time. I was interested in applying it within Unreal. You this guy' agent or something?
Pro Tip:
If you use TAA or TSR you can annihilate the stepping effect with a Dither, you'll be able to keep your Max Steps to extremely low values while still looking good
It's way better if you use a Blue Noise Dither too instead of the stock one
The Steps can be optimized based on distance too from the camera, been suffering a lot in making this work since we're using POM on our Landscape, a lot of Optimizations and little tricks, especially in blending the different layers
If you use PDO I'd suggest turning off Contact Shadows too, those are the ones that most of the times make it look all glitchy and stuff
Wanted to share pictures of the setup but YT doesn't seem to like imgur links and removed my comments 2 times already
So if anyone is interested in any of this, can maybe share the raw code
Bangin’ advice. I’ve used dithering with BumpOffset before to get a sort of ‘blurred vertical lines’ effect for an Ice shader before but didn’t think of using it in POM.
That’s a good point about the distance optimisation - since the Custom node is actually doing loops based on the step amount input, changing it at runtime/based on a gradient would actually make it execute less code, unlike ‘hiding’ something with a Lerp.
This sounds really really cool, could you perhaps upload it as a video on YT?
@@IstyManame I can surely make one, but out of respect for Prismatica will only post the link if he's fine with it :)
@@IstyManame Just posted a video followup, production value is 0 tho, not very good at this and recorded all at 5-6 AM, probs set the video a 1.25x speed for sanity sake :p
Making it came to mind this too: If you use POM you wanna make sure to use a lower resolution Texture for the Displacement since the resolution influences the amount of Samples, and you want to filter it Bi-Linearly instead of Anisotropically, this is one of the biggest performance improvements with it
Some other fixes regarding velocity too included in it to make it all work
Please guys, consider not using TAA. TAA can easily give people motion sickness and many consider it to look really ugly. Many devs are using it to fake transparency, make cheaper AO, SSR, Global Illumination etc... but it comes at the cost of completely destroys motion clarity. I'm not saying that this technology isn't cool, but please be mindful not to over-use it. If someone disables TAA and many of your effects rely on it they will end up with ugly dithering everywhere and that's why many games (Especially UE games) have it forced on. This is where graphics settings come in handy
Your guides are always just packed with valuable info and tips thanks
5-Minute Materials is back, thanks! I learn a lot about materials from your videos
Потрясающий урок дающий новый уровень восприятия обычных вещей ❤
I love your videos. I have learned so much.
As others have noted, it would be good to understand the pros and cons of this, bump offset, and nanite displacement (at least when the later is feature complete).
motion matching eats, voxel eats, niagara eats, lumen eats, Ai eats, high res texture eats, 3d models eats and now this. i get the feeling that UE is just for yt videos :D
edit: dont forget particles, shader and a project above tutorial hell
Nah, you just have to choose what better fits in your project, if you want to use all of it, then of course it will be expensive, it is high-end technology.
Your doing it wrong then. Also it's not 2005 look at how powerful actual modern systems are
The best way to get the highest FPS possible is to delete absolutely everything from your scene. This goes for any engine or 3D program
@@PrismaticaDevlove that 😂
Great Video.. Thank you
Currently working on an RTS game (top down camera with a 40-60% angle like Prismatica plugin demo)-
1) will POM fit great here? since the camera never going to a shallow angle near the floor this type of effect will probably never break
2) POM vs WPO- which one is better for performance?
For a top down, BumpOffset might be enough. But POM with a low step count could also be fine.
WPO would require a very dense mesh to get the same effect, but with Nanite tessellation it would be doable. I’d say the order of performance would be BumpOffset - WPO - POM
do you have a vid on how you keep all that stuff in one texture image? ive been using 2 images per matereal but that's using the "NormalFromHeightmap" node but i think thats a realy slow way to do it
I have the Normals in RG, Colourmask in B and Heightmap in A (or Alpha in A, for foliage etc)
All my game is coloured using Vector Params instead of textures, and the Colourmask in B channel is just a greyscale that goes in to a Lerp between colours
@PrismaticaDev thanks for the response. Shame it takes 2 channels I'd still need another image for textures that need roughness and metallic
I've been working with colour masks as well to be able to reuse textures easier although I didn't realise there was a 3 colour lerp like you used in this vid does it use 0,0.5,1 as 3 solid colour positions or do your textures have negative values and its using -1,0,1?
Luv u Prizzyyyy
this video is so good, how would you think going around using parallax for a cubemap of a room inside a window for example? btw the bump way of doing it I really appreciate that you discuss it because I might use it in VR eventually as it is quite cheap
Parallax for cubemap? Dont break my brain pls.
Oh Lordy that’s a spicy one haha. I know they do some parallaxing Cubemaps in GTA or Spider-Man or something, there might be some explanations on RUclips already but maybe not specifically for UE5
@@PrismaticaDev They do with spiderman, already
There is a built-in material function for fake interior rooms if I remember correctly. Also there are RUclips tutorials, maybe for UE4, but it doesn't matter in this case.
great video
goated node (joe many)
awesome.
good note about nanite. there are some devices dont support it.
Correcto - I feel like relying on it too heavily at the moment could cause some pain
Is there anything that can be done to improve the rendering of non square textures with this? The effect stretches on the outer most pixels..
With max steps set 128 for example, would it be less expensive than the Nanite tessellation?
how does it compare to build in displacement?
I’ll have to look specifically, but I believe Nanite displacement would be cheaper in most cases (?)
How do i get the same background for the material view as you have ?
Nuu, I want the million years long video.
im using 5.5 and bump offset works but parallax occlusion doesn't do anything but whatever ig ill add more geometry
Which is more performant? This or Nanite displacement?
Is there a way I can do this world aligned?
Strangely, in order to get mine to work I had to leave the default Camera Vector connected into the "Transform Vector" node in View Trace Length
New 5MM let's go!!
He Mentions someone called "ace roller" for POM explanation, does anyone have a link to that channel?
Look up acerola
Yeah I’m pretty sure I remember a video about it, or maybe I’m tripping. Plenty of resources on YT explaining it either way :)
acerola shell texturing
5/5 yeets
Thanks a lot Prismatica for the video, very helpful! Just a question : is it possible to create a vertex paint material with the parallax occlusion combined?
5:15
@@Skyflairl2p oh thanks a lot man!
Sure is! I forgot to film some b-roll footage of it unfortunately. I’ll mention it in the Parallax Decals video I’m editing as a comparison which should be posted on Tuesday :)
Be merciful and make more tutorials
Damagemask tutorial when?
Can we make this "8 minute materials" and maybe slow down? Or is there a true beginner course that actually explains what the nodes do and where to find them? You're at 10x speed.
My channel is aimed more towards beginner-intermediates looking to expand their existing skillset. I'm not 100% sure on the best channels for true beginners but there are thousands of videos on RUclips that can get you started :)
bruh if you're a true beginner why are you even looking into parallax occlusion mapping? do you just watch random things you don't know about or what?
@@Criteon Why the strong attitude? I come from the C4D world where I use parallax mapping all the time. I was interested in applying it within Unreal. You this guy' agent or something?
@@jrsoldano1444 I’m not even subbed to this guy it’s just ur comment was irritating, if you’re a beginner go look at beginner tutorials
@@Criteon That must have felt great to say that!. I'll try not to tread on your expert territory.
Yeah... I kind of feel like these techniques will all be replaced by Nanite in the not so distant future.