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Tessellation not working on flat meshes?

Hi there, I'm trying to understand how tessellation work: I've read many tutorial and documents online about it, and the base process is clear to me; however even if I try a really simple tessellation I figured to have serious limit unless I work with a sphere: alt text here is a wall I modeled and the tassellation is really wrong (even if it seems try to simulate correctly)

alt text the sphere is perfect

alt text cones and cylinder are almost perfect: they have minor issues about the squares border, which are not perfectly straight

alt text boxes are terrible

alt text this is how I set my material (I made it more parametric I could) with a tiling system and a very simple check-map

How can I make it work better on flat meshes? (I even tried to set the tessellation multiplier to 1000 but it seems to stop working after 10 for sphere/cylinder/cone meshes, and not working at all with wall/boxes)

any hints?

Product Version: UE 4.11
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asked May 17 '16 at 05:04 PM in Rendering

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Hainzgrimmer
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2 answers: sort voted first

just add more polygons to the boxes, should solve your problem :)

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answered May 17 '16 at 05:38 PM

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Luos
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avatar image Hainzgrimmer May 18 '16 at 07:51 AM

Indeed you are right, but I'm feeling confused by the "tessellation multiplier": shouldn't he work exactly to add polygons at the mesh, subdividing the existent?

avatar image Luos May 18 '16 at 11:54 AM

It does subdiv the existent, but since the innitial surface is one big quad, the amount of tesselation would be lower than on that sphere or cylinder, which would mean you need a higher multiplier.. which is heavier for the engine.

So its good to try and keep an even amount of quad polygons on your mesh so the tesselation only needs to tesselate.. and not also divide large quads before it can really add the heightmap awesomeness :)

avatar image Hainzgrimmer May 18 '16 at 02:26 PM

I swear I tried even with a multiplier of 1000 and check the wireframe meanwhile, but after about 10-20 nothing was moving! xD however thanks mate, I'll start with way more triangles! ;)

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I have the same question

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answered Feb 07 '19 at 08:29 PM

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cesar_montero
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avatar image Deathrey Feb 07 '19 at 11:41 PM

I guess nothing changed in two years. The answer would still be just add more polygons.

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