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Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
0.8.4:pom-material [2022/06/17 08:30] – [Why using POM] admin | 0.8.4:pom-material [2022/06/17 10:46] (current) – [Properties] admin | ||
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^Property ^Description^ | ^Property ^Description^ | ||
- | |NormalMap|Setting up a normal map is needed to retrieve the direction | + | |NormalMap|[[normalmap-material# |
|NormalIntensity|The normal intensity defines the intended depth effect. The larger the value, the more depth the algorithm is trying to produce.| | |NormalIntensity|The normal intensity defines the intended depth effect. The larger the value, the more depth the algorithm is trying to produce.| | ||
|ParallaxOcclusionMap|A parallax occlusion map is simply just a height or displacement map, defining the length of the depth vector.| | |ParallaxOcclusionMap|A parallax occlusion map is simply just a height or displacement map, defining the length of the depth vector.| | ||
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/// increase the raytracing steps for more detail, but with higher values it reduces performance. | /// increase the raytracing steps for more detail, but with higher values it reduces performance. | ||
FPOMMaterial.ParallaxLevels := 24; | FPOMMaterial.ParallaxLevels := 24; | ||
+ | |||
+ | /// in our example we do not want to discard edges | ||
+ | FPOMMaterial.ParallaxDiscardEdges := false; | ||
</ | </ |