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Object scale output needed for heightmap to tesselation

So I am in a pickle. For my modular cave/rock pack (the one available on the marketplace) I am working on tesselation support and all is going well but one thing.

Since the texture automatically rescales depending on its size.. alt text I want the heightmap to do the same, but the tesselation input doesnt allow for the object scale node to be used. (due to local space)

How can I get the value object scale outputs, and use that to change the size of the heightmap and allow tesselation to take it? I remember this working fine in an older version of the engine, but a few versions ago it was taken out.

Edit: also posted here, https://forums.unrealengine.com/showthread.php?62910-Luos-s-Modular-Rocks-amp-Cave-package&p=424655&viewfull=1#post424655

Product Version: UE 4.10
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asked Nov 23 '15 at 09:58 AM in Rendering

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Luos
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2 answers: sort voted first

Hey Luos,

It was brought to my attention that Custom UVs could be a good place to look for the heightmap and tessellation to scale with your objects scale.

Customized UVs

https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/CustomizedUVs/index.html

It mentions this approach 'offers an excellent way to speed up even just tiling a texture. While the system is not limited in the math you run on the UVs, the result will depend on the tessellation of your mesh.'

I am not as much a technical artist, and am still learning a lot everyday about the material editor and its associated functionality, but hopefully this can give you some direction.

I also found this in the Release notes of 4.9 which you might fight helpful as well.

alt text

Let me know if you discover your answer and get your heightmap and tessellation to scale with your object.

Cheers,

Andrew Hurley

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answered Dec 10 '15 at 05:28 PM

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Hey Andrew, sadly currently I have no time to educate myself on using customized uv's, (been mindlessly using them for Vertex animation based shaders) but will keep you updated once I find some free time! thank you for your time :)

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answered Dec 15 '15 at 11:26 PM

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Luos
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