Oh WOW, I never would have thought of plugging in the Fresnel node like that. I'm going to implement that in all of my POM shaders immediately. Thank you!!!
@@Da-rPo03 no - bump offset and Pom are shader techniques to fake the illusion of complex geometry. Nanite would just use displacement and have high enough geometry count to not need to fake it.
Oh WOW, I never would have thought of plugging in the Fresnel node like that. I'm going to implement that in all of my POM shaders immediately. Thank you!!!
Is this the sort of thing that Unreal will eventually suggest implementing with nanite tessellation?
@@Da-rPo03 no - bump offset and Pom are shader techniques to fake the illusion of complex geometry.
Nanite would just use displacement and have high enough geometry count to not need to fake it.
@@tharlevfx thank you for the clarification