I started off creating a material function (Right click in the Content Browser > materials and textures > material function) for the POM system itself, This just consists of the height map you just created, along with a parallax Occlusion Mapping node and several parameter nodes to be able to control stuff later on using material instances. There are a couple of different methods for creating these materials and this is just one way I found worked quite effectively for me. Once the maps have been saved out as PNGs or TIFFs etc its time to set up the material inside UE4. As you can see from the image of the Height map, these white areas will prove annoying in UE4 if left so after making sure the main base grey is around 127,127,127 (This is important as it gives your height map the largest range of the high and low areas) just either paint out or fill the white space in the map so you have a nice consistent grey all through the map. This basically just allows me to edit and tweak all the maps very quickly without having to route around trying to find the right map. After you have exported your textures from your texturing software, the next step I do is to add the textures into a master Photoshop file which holds all the textures for a particular material, so in the POM's example it holds the Colour ID (Which is used for button and light colour swaps in UE4), Height (Holds height info used to create the parallax effect), Opacity, Normal, Emissive, MergeMap_MRA (This map holds the Metallic, Roughness and AO maps in separate RGB channels as a packed map to save on space), and the Base Colour maps.
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