Blog of Rob Galanakis (@robgalanakis)

Parallax Occlusion Mapping

I took the ATI Toy Shop POM shader and converted it to work in 3dsmax and FXComposer. The example shaders just use basic Phong lighting. I’ve also wrapped all the POM math into a couple nice functions. This way, you can easily turn them on/off, and combine them with whatever lighting solution you want (Blinn, Phong, Anisotropic, BRDF, etc.), many of which you can also get from my Common Functions page. The 3ds version has some of these lighting functions available to aid artists, who may not be able to edit the shader themselves.

Get it for 3ds Max

Get it for DirectX/FXComposer

Check out the Functions page for a neatly wrapped POM function.

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