CAD$0+

Blender Parallax Occlusion mapping

4 ratings
I want this!

Blender Parallax Occlusion mapping

CAD$0+
4 ratings

Parallax occlusion mapping nodes, created without the use of custom scripts or addons. Works in both Cycles and Eevee.

Use:

The set uses three node groups; a tangent space incoming vector calculator, a sampling node, and an interpolation node. input the tangent space node for the desired UV map into the "Tangent Incoming Calculator" node. Plug the output of the TIC node into the "Incoming" input of the sampling node. Plug the UV map used in the tangent node into the UV input of the sampling node. the "Recursion" input of the sampling node should be equal to the total number of sampling nodes used. The "Solved" value should always be 0. The "Scale" input can be adjusted as desired. Copy and paste the sampling node as many times as desired, plugging in the outputs of the previous node into the inputs of the next.

When you have finished with the sampling nodes, place the interpolation nodes. Connect the outputs from the final sampling node into the input of the first interpolation node, and leave "Recursion ID" as 0. Chain the nodes together like the sampling nodes. when you are finished, plug the "Output Vector" from the interpolation node into the texture to be sampled.

When in doubt, use the pre-made material as reference.

Please note that because Blender does not allow for changing textures between node group instances, to use more than one texture would require making a new unlinked copy of the nodegroups in question, and changing the texture used from within the copy.

CAD$
I want this!

A set of nodes to create Parallax Occlusion Mapping in Blender, similar to game engines.

Size
11.4 MB
Copy product URL

Ratings

5
(4 ratings)
5 stars
100%
4 stars
0%
3 stars
0%
2 stars
0%
1 star
0%