materials: world displacement will look good on the material editor but when applied to an object it will look unpredictible
Hello, here is a screenshot of how my material looks in the material editor, you can see that using the displacement map will make my material pop out nicely but when I apply it to an object in the level, the displacement will be too much or not enough... I don't know how to explain this so here are some pics:
asked Oct 13 '16 at 07:10 PM in Rendering
Hi, Macchelo, The displacement values you specify in material are pretty much in world space units. It means that displacement may look good on a preview mesh in material editor, but can be larger or smaller, depending on the scale of your object. You should use different displacement strength for objects of different size, or think about some sort of math to do that for you in the shader. Also, please note, that for tessellation to work correctly, your original mesh needs to have sufficient resolution. The surface on your screenshot is likely to be suffering from this.
answered Oct 13 '16 at 07:54 PM
ok, I've found the answer myself, I had to unwrap my uv mapping and save it with the right resolution, I'm using megascan studio so I'm making sure that the resoultion of my textures are the same as the resolution of my uvs from the mesh, also the ground size and tesselation needs to be the same for both the texture and the mesh (you can have it not matching if you want but it might result in stretched or less detailed), here is a pic of how it looks on unreal. I've found this tutorial to be really helpful as it explains how displacement works: https://www.youtube.com/watch?v=dRzzaRvVDng] so far I had to create panels within blender, texelate it, create uv mapping and import it in to unreal, I still need to understand how can I apply this on the landscape itself as I still want to sculpt and paint my landscape in the editor, if anybody could help me that would be great
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