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World Displacement (Tessellation) not work correct when you have tiles, bricks, stones, pavements, grids, cells

World Displacement (Tessellation) not work correct when you have grids and cells – tiles, bricks, stones, pavements, any rectangle draws as height map. Then only the horizontal and vertical middle grid line are calculated correct! Here is an complete example: alt text alt textalt text

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asked Dec 30 '14 at 05:16 PM in Rendering

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Angel Tsvetkov
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Hey AngelZ -

From the look of your model you do not have enough vertices to begin with on the plane to allow the tessellation and displacement to get the level of detail needed to produce the desired effect. If you look at the scene in wireframe you will see that there are not enough vertices in teh correct arrangement to allow for the smooth and crisp edges you are looking for. Tessellation does not simply add vertices and triangles in straight lines, it will sub divide your existing geometry based on factional factor algorithms. Here is another similar example of what I mean. In this first picture you can see I have the same tessellated and displaced material applied to each plane mesh. The Plane mesh on the left looks correct while the one on the right is jagged.

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If you look at the same meshes in wireframe you can clearly see why, the tessellation although the same amount has produced far tighter results in a mesh that already had tight vertices.

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Hopefully that helps explain why you are seeing these results. Balancing the number of vertices you bring in on the mesh with the amount generated through tessellation will give you far greater control over fine displaced details like the grid pattern.

Thank You

Eric Ketchum

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answered Dec 30 '14 at 07:42 PM

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Lovecraft_K ♦♦ STAFF
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avatar image Angel Tsvetkov Dec 30 '14 at 09:57 PM

Thanks Eric for your quick and detailed respond, but why material editor shows jagged plane or sphere (except the yellow cross on the middle) when current material is not connected to any plane or sphere or any shape yet? Any how to increase the vertices on my shape?

avatar image Lovecraft_K ♦♦ STAFF Dec 30 '14 at 10:07 PM

Hey Angelz -

The Yellow Cross area that you are seeing that looks correct is based on the vertex layout of the sample assets in the viewport window. To increase vertices of the shape you will need to go into your 3D modeling program, and add edge loops to the model itself.

Thank You

Eric Ketchum

avatar image Angel Tsvetkov Dec 30 '14 at 10:34 PM

Thanks Eric, it mean that I can't increase the vertices of UE's wall or plane in editor itself?

avatar image Lovecraft_K ♦♦ STAFF Dec 31 '14 at 02:10 PM

Yes in the editor you cannot increase the vertex count of meshes. You would need to export the object as a FBX and import it into a Modeling Program.

avatar image Angel Tsvetkov Dec 31 '14 at 02:57 PM

Eric, thank you so much for your time and help. Here is what I achieve with your priceless help and accurate knowledge.!alt text

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