Height Blend POM
Is there any chance that POM will be implimented in cycles aswell?
When update the build? i really love it
I’d just like to point out that I used this feature in my recent animation ‘Space: 1959 - A Retro Space Odyssey’. I used it to get the details of the moon to pop out much more effectively than with normal maps.
Link to Blenderartists WIP thread: 'Space: 1959' A Retro Space Odyssey - #5 by Tea_Monster - Animations - Blender Artists Community
YouTube animation: https://youtu.be/wR9Y14Pfw8Q
While learning Blender, I found the lack of Eevee displacement as one if its greatest weaknesses. Users are forced to use costly and limited geometry-based methods, while it would almost come for free using game engine techniques like this.
When I saw @Rui-huang’s impressive artwork I was wondering how the displacement was achieved, as it would be almost impossible in Eevee with the available methods in Blender 3.0.
After being directed to this thread, I am surprised this has been available for a year but not finding its way to the hands of the users. It would be a great addition to Eevee, and a great companion to features like Geometry Nodes.
Some things just take time. For 3.2 and ongoing the hope is there for eevee to have it.
You can track the progress here: ⚓ T93220 EEVEE rewrite
Where is the source code for this diff? ive been looking around for the past 6 hours going through all of your links… I cant find anything
From DarkKnight link: ⚙ D9792 [WIP] Eevee: Parallax Occlusion Mapping from Displacement Output, this link was already post from mmoeller in a reply on 29th October 2021. You should read all thread before ask already answer questions.
(S)He tried. But maybe overlooked something? That’s a bit harsh NiCapp.
HI, it would be great if POM was seriously implemented into blender!
Illusion of highly detailed geometry, but with low poly.
Best POM workaround I found yet is by Olivier Loftus but it has some limitations in complexe scenes with more than… 1… Model.
漂亮!非常酷!
不知速度明显改善提升没有?
Beautiful!
Very cool!
I wonder if the speed has improved significantly.
Any update? Its been a long time
Another couple months is passed! This feature is the only reason I had to take scenes into UE and Unity. Please! Blender’s getting some sponsors lately, I hope this is bumped up in priority for the next release
eevee next and vulkan currently seems to be the proirity so I don’t think we’re gonna see this get further development until thats up and running
AFAIK this was in the plan for Eevee Next, but o viously until Eevee Next is there this won’t be there
I wonder…
That lots of time has passed since the first proposal and there is no development interest in this project.
In general terms, we can consider that parallax mapping is a ‘shading hack’ it means that it works only on the “VIEW” side of things and is practically useless in the general context of Blender toolset.
I might consider that the Blender development community favors rock-solid implementations always instead of “clever” hacks, that would act as a foundation and as something that would be multi-useful in the broad side of things.
So actually what we consider what is most important thing here, is not actually to display a parallax occluded surface. But to have a proper and standard way to subdivide it efficiently.
Something like a new adaptive (takes into account: occlusion and view distance) and delauney based (that is able to create uniform triangles resulting in smooth surfaces) subdivision modifier. This is a much better goal to look for.
According to developer.blender.org Parallax Occlusion Mapping is in WIP status:
Here is the diff: https://developer.blender.org/D9792
I hope we can use it in cycles too. It is going to be upsetting if it also takes time to be adapted to cycles after its in eevee.