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
@PrismaticaDev6 ай бұрын
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.
@IstyManame6 ай бұрын
This sounds really really cool, could you perhaps upload it as a video on YT?
@iannis20006 ай бұрын
@@IstyManame I can surely make one, but out of respect for Prismatica will only post the link if he's fine with it :)
@iannis20006 ай бұрын
@@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
@BoarsInRome5 ай бұрын
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
@IstyManame6 ай бұрын
Your guides are always just packed with valuable info and tips thanks
@AlyrioNeto6 ай бұрын
5-Minute Materials is back, thanks! I learn a lot about materials from your videos
@sandersuhan29786 ай бұрын
Потрясающий урок дающий новый уровень восприятия обычных вещей ❤
@MatthewGDunlap6 ай бұрын
I love your videos. I have learned so much.
@moosenasturtium95833 ай бұрын
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).
@cwlogan13Ай бұрын
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
@PrismaticaDevАй бұрын
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
@cwlogan13Ай бұрын
@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?
@Malindu-dazz6 ай бұрын
Great Video.. Thank you
@yoshedev52902 ай бұрын
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
@Fokkusu6 ай бұрын
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
@andrewsneacker12566 ай бұрын
Parallax for cubemap? Dont break my brain pls.
@PrismaticaDev6 ай бұрын
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 KZbin already but maybe not specifically for UE5
@DailyPaily6 ай бұрын
@@PrismaticaDev They do with spiderman, already
@hiyosee20826 ай бұрын
There is a built-in material function for fake interior rooms if I remember correctly. Also there are KZbin tutorials, maybe for UE4, but it doesn't matter in this case.
@sleuthman8645 ай бұрын
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..
@realmcafee6 ай бұрын
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
@Yokitolakaka6 ай бұрын
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.
@Nobody913836 ай бұрын
Your doing it wrong then. Also it's not 2005 look at how powerful actual modern systems are
@PrismaticaDev6 ай бұрын
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
@SOFFtv6 ай бұрын
@@PrismaticaDevlove that 😂
@itay76 ай бұрын
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?
@PrismaticaDev6 ай бұрын
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
@jerobarraco6 ай бұрын
awesome. good note about nanite. there are some devices dont support it.
@PrismaticaDev6 ай бұрын
Correcto - I feel like relying on it too heavily at the moment could cause some pain
@itsMBWAAA6 ай бұрын
Luv u Prizzyyyy
@zain98426 ай бұрын
With max steps set 128 for example, would it be less expensive than the Nanite tessellation?
@Trenchcoat-cb9ph3 ай бұрын
Is there a way I can do this world aligned?
@-RiSK-AK6 ай бұрын
How do i get the same background for the material view as you have ?
@Mittzys6 ай бұрын
goated node (joe many)
@homienum21216 ай бұрын
great video
@andaron6 ай бұрын
how does it compare to build in displacement?
@PrismaticaDev6 ай бұрын
I’ll have to look specifically, but I believe Nanite displacement would be cheaper in most cases (?)
@navi27103 ай бұрын
Nuu, I want the million years long video.
@importon6 ай бұрын
Which is more performant? This or Nanite displacement?
@StealthMacaque6 ай бұрын
He Mentions someone called "ace roller" for POM explanation, does anyone have a link to that channel?
@quiteballin6 ай бұрын
Look up acerola
@PrismaticaDev6 ай бұрын
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 :)
@Sylvarus6 ай бұрын
acerola shell texturing
@WoodyDevs6 ай бұрын
New 5MM let's go!!
@Keba_Cat6 ай бұрын
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?
@Skyflairl2p6 ай бұрын
5:15
@Keba_Cat6 ай бұрын
@@Skyflairl2p oh thanks a lot man!
@PrismaticaDev6 ай бұрын
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 :)
@konichiwatanabi6 ай бұрын
5/5 yeets
@laithalhebsi68236 ай бұрын
Be merciful and make more tutorials
@dcad69346 ай бұрын
Damagemask tutorial when?
@Nusma6 ай бұрын
Yeah... I kind of feel like these techniques will all be replaced by Nanite in the not so distant future.