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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Feature Request: Parallax Occlusion Mapping + Pixel Depth Offset (POM and PDO)

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Message 1 of 4
giandosopaolo
1717 Views, 3 Replies

Feature Request: Parallax Occlusion Mapping + Pixel Depth Offset (POM and PDO)

Would be awesome to have something like in UE4, a shader that supports Parallax Occlusion Mapping (POM) and PDO as an alternative to Displacement.

6864-upload-2020-2-7-15-13-11.png

Redshift is developing it (accordingly to the forum) and Blender, Max and Octane all support OSL versions of it.


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Message 2 of 4
ACCCC
in reply to: giandosopaolo

Last time i checked maya supported OSL aswell

Message 3 of 4
giandosopaolo
in reply to: ACCCC

Hi

There is no OSL shader I know of that produces PoM + PDO. But if you know of it please tell me more, I'd love to try it!

I know only of a POM shader without PDO, ( This one )

but I tested it and it does not work inside Maya for Arnold. It loads but it does not work and I am not proficent in shader writing so I can not debug what is going wrong sadly.

I think a dedicated arnold shader/node with PoM and PDO together would be really useful though.

Message 4 of 4

@ I actually managed to make the OSL shader work.

It needs to use aiImage nodes instead of the default Maya File nodes, as the Maya default file node does not allow UV coordinates manipulation (as far as I understood).

Nevertheless there is no OSL Parallax Occlusion shader that supports PDO and Silhouette Clipping yet.

These features are quite awesome and very convenient for large scenes.

Would be amazing if Arnold would develop something like this.

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