Parralax Occlusion For Blender 2.8?

Hello Everyone

With the brand new implementation of the amazing Eevee real time engine, Could the “Parralax Occlusion” mapping technique be finally implemented officially inside of blender ?!

Why Officially? Because users are doing some magic tricks to achieve this effect since10 years from now (i saw a video of parralax working in blender 2.5 from 2009) and the interest is REAL! the tech is really amazing, i think nobody can deny it !

Here is a tweet of simon Thommes recreating this effect in 2.8 doing quite some noize with 100+ like (a tutorial of him showing how to do it will come soon) and my right click select thread that have 60+ upvotes, its on the top 30 of the most upvoted posts of all time

I was told many times that an implementation of this tech is quite easy to do? (is it ? i am no developer ! but if its feasible within the node…) and if so, it could be a major argument for non-believers to convert to the 2.8 amazing cult ! this could be the cherry on top just in time for the release? and its quite, obviously, an industry standard for real time engine like Unity, or Unrea, or ANY video games from the last 10 years

here are some files the first one is working in 2.8 cycles but not on eevee
The second is only working on blender game engine

here are some useful papers for open GL :

some papers for GLSL :

some papers from unity :

some really amazing explanation from the unreal team :

It could simply be incorporated as a simple new vector node ( and its partner in the displacement mode / setting / material tab ) with an height option, a "set ground level"option, and a number of steps, this would be really amazing

dear Developers
thank you for your time and consideration



POM is nice, but your final screenshot is tessellation and displacement, not POM. You can tell by the edges. Not that it matters a whole lot. Just saying.

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Look Closer , on the menu of the right you can see “Parralax occlusion” toggling red and green for on and off

And POM CAN have edges like that

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UE4 uses Pixel Depth Offset (PDO) along with Parallax Occlusion Mapping (POM).

It displaces Pixels instead of actual mesh, it’s still Parallax Occlusion so no performance cost like actual Displacement (I think)




im doing a nature scene, impossible to have a high definition render witouth destroying the polycount because we dont have alternative to poly displacement… exept normal map , butthat rarely to a good job… i really think that parralax is i game changer

Is there a possible way to do this using only 2D images from a 3D render? How would a setup like that be? I saw this:
And it´s definitely not two planes running behind each other. It´s a POM inside a single plane.
How possible could it be o setup a 3d render image of a room, POM into a plane?

am i dreaming ?


That would be great addition for environment optimization.

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I just adapted the 2013 Cycles version to work with Eevee, as well as tweaked the organization of the nodes so that it’s more user friendly.
This will be useful while we don’t have a proper official implementation:

Have fun!


Just bump to this topic.
Waiting since 2018…

Would like to not need so many layers to my array for my clouds. With Parallax Occlusion Mapping and Pixel Depth Offset, I could use fewer layers of the array and supplement them with parallax.

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