Multi Material Tesselation Issue.
I've been having some issues with a single mesh with multiple materials, all of which are tesselated. Here's the issue;
I can't make heads or tails of the cause, to be honest, and it's present in all versions of UE4 tested, but the intented version is 4.9.1
It uses Crack Free tesselation on PNtriangles with adaptive tesselation on.
My knowledge beyond the material editor is limited at best, as I live for it, but what could be causing this issue, and how do I solve it. Preferably without splitting the mesh into multiple seperate objects in maya.
Might it be caused due to adaptive tesselation tesselating the different materials seperately? if so, is there an override that I can use to tesselate all materials equally?
Oh and one more thing, it only happens when the mesh is animating, hence why it's only come up so late!
I'd be appreciative of any pointers that can point me into a succesful continuation of fixing it.
asked Dec 10 '15 at 04:07 PM in Rendering
Kettun, the general consensus among the support team is that lowering the cap of your tessellation multiplier will solve much of the issue. You currently have it set at a value from 300-500. The cap for the engine is at a much lower value. You will have to play around with that in order to find a value that is both visually appealing and will not stretch the mesh as you see in your screenshots. Theoretically your Vertex Color method to disable the displacement on selected vertices should work assuming that your displacement math account for vertex color.
answered Dec 22 '15 at 07:47 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here