Tesselation doesn't work unless I plug to "World Position Offest" instead...

Contrary to TWO tutorials I’ve reviewed now I can’t get proper tessellation to work.

I followed these resources:

https://docs.unrealengine.com/latest/images/Engine/Rendering/Materials/MaterialInputs/DisplacementNetwork.png

When I plugin in the blueprint formula to World Displacement, nothing happens BUT when I plug it into world position offset, I achieve the desired effect. Sure I can just continue working since it sorta works but I did not achieve the result the same way as the tutorials did, which will most likely cause problem in the future.

This is my blueprint"

Hey TobiasRipper -

I am not having a problem with the tessellation using World Displacement. Can you look at your wireframe and insure that it is indeed tessellating according to your Multiplier. World Position Offset will always work but will only effect the existing vertices of your mesh while Displacement will alter all vertices including those created by the tessellation.

Let me know -

Eric Ketchum

Even when I get this to “work” it only works on high poly surfaces like the sphere model. Not sure how to modify a simple block mesh to increase the poly count so that it will work.

To clarify, I did have a lot of trouble getting some of these materials to work. The brick one looks strange, I end up with something crappy where the mortar is very static like. I got the cobblestone one to work, but then i run into the low poly mesh issue. The brick_clay_beveled one i just cant get to work! :frowning:

Hey everydayepoche -

Tessellation works by triangulating the existing structure of vertices which means at a tessellation multiplier of 3 times with a cube that has only 8 vertices you are not going to get the detail that you would with the same cube that has 200 vertices. So, my suggestion is to balance the increase of base vertices with the increase/decrease of your tessellation multplier, it will be the same rendering cost either way.

Thank You

Eric Ketchum

Very cool man, I get it now. Thank you, I’ll try that out! I’ll post a separate thread for my other question as I think it’s a problem that other folks might want to know about.