Addition of Parallax Occlusion Mapping (POM) Shader
After messing around in blender for a year or more, I discovered that POM tends to give better depth effect than PBR (considering that mesh is not subdivided for higher performances in both cases). I noticed the difference mainly in Substance Player, where you can switch between Tessellation+Displacement (PBR) and Parallax (POM).
Blender should have a standalone POM Shader as a node or something because most of the procedural (multi node based) process cannot handle custom UV Mapping Co-ordinates.
Here are some results in Substance Player
This is Tessellation+Displacement(PBR)
Below is POM. The depth effect is more lively
Although the edges look jagged, but it can be fixed by beveling the edge. This not only will reduce mesh face count but also will make the texture look more realistic.
I hope the devs figure a way out to add this in Blender :)
1 Comment
POM is planned for EEVEE-next