Parallax Occlusion Mapping

I’ve implemented POM into favourite game engine, also ‘Offset Bump Mapping’. Will have to use these techniques sparingly in Cogwheel Chronicles as Parallax Occlusion Mapping takes a lot of extra height map texture reads to calculate the final texture UVs. The results are pretty good – especially for rocky paths, caves and such like.

The first is normal ‘normal mapping’, followed by POM (deep crevices), then OBM (‘super normals’).







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