Maxwell-Graf ID:Maxwell- wrote:I am having trouble with my normal maps showing the highlights and shadows as if they were reversed. I also need to figure out how to do the POM on this. I have occlusion, displacement, color, normal, bump and specular textures for the material, but not sure how the POM works.
If you export the normal map with the Nvidia Normal Map Filter, you can enter a negative scale value to reverse the highlights. You would start with displacement or bump to create the normal. The scale value also controls the "strength" of the normal map if it's coming out too shallow or too extreme in bumpiness.
Here is my writeup on POM from the Material Editor pages on the dev wiki:
Parallax occlusion mapping - (Shaders = Ar_decal, Illum, Terrain.Layer, Terrainice.Layer) Requires a Normalmap to activate. Uses the alpha channel of the Normalmap as a height map, and displays an apparent depth behind the actual surface location based on that map. From the back of the surface it appears to be a positive height change.
Parallax occlusion mapping Shader Params :
POM Displacement - Adjusts the apparent depth of the bumps from the heightmap. Range 0 to 1. (comment: fairly small values look good, the displacement appears to be in units of the texture size)
Self shadow strength - Adjusts apparent shadows from the bumps in the heightmap. Range 0 to 5.