Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Parallax Occlusion Mapping Node
Description
This node calculates a UV with a parallax effect offset for a certain UV channel.
Notice
In most cases it's enough using the simplified Parallax Simple node.
Ports
Name | Description | |
---|---|---|
![]() | Heightmap Texture 2D | Heightmap texture, where R channel stores concavity values. Black - maximum concavity, white - no parallax effect is applied. |
![]() | Parallax Intensity | Depth value (in meters) to which the surface is to be deepened visually if the corresponding texel of the heightmap is black. |
![]() | Max Layers | Number of parallax layers, when we look at the surface at a steep angle. Higher values increase quality but reduce performance. |
![]() | Min Layers | Number of parallax layers, when we look at the surface orthogonally. Higher values increase quality but reduce performance. |
![]() | Noise Intensity | Noise intensity value for building parallax layers in the [0, 1] range. |
![]() | UV Aspect | Texture aspect ratio. Should be equal to 1, for a square texture. |
![]() | UV | UV to which the parallax effect is to be applied. |
![]() | UV Tiling | Tiling of the texture. |
![]() | UV Offset | Offset for UV coordinates. |
![]() | Displaced UV | Parallaxed UVs for textures. |
![]() | Depth Offset | Depth offset value. |
![]() | Displaced Heightmap | Heightmap value displaced because of parallax effect. |
The information on this page is valid for UNIGINE 2.18.1 SDK.
Last update:
2024-04-19
Help improve this article
(or select a word/phrase and press Ctrl+Enter)