Displacement map not "doing" correctly when scaling the mesh

First of all ty for all tutorials that you guys are doing, i think its making learn fast.

I was doing this tutorial(Unreal Engine 4 - Distance Based DX11 Tessellation Tutorial - YouTube) and everything was cool, then i use a plane mesh in order to do some floor experiment and when i scale it up the displacement/Tessellation effect was not doing correctly:

I try to absolute map texture position but only works with the other maps(i think normal map its not doing correctly). Any answer plz give me some details im on the ue4 learning curve. TY!!

Hi son1cman -

The scaling that you are doing is actually adding space between the vertices of the mesh. So, even though it is tessellated, it has been scaled so much that the tessellation of the actual vertex cannot keep up with the texture (pixel) sample. You can compensate for this by increasing your tessellation multiplier, but there will be more and more of a performance hit as you increase that value.

Thank You

Ketchum

Yeah, i was playing with the tess iteration value and its not a perfomance good idea to scale up objects when you are plannig to apply tess/displacement techniques. So this is just for details on averge size meshes i think. So traditional tecniques can be apply to floor(normal,bump,occlusion mapping,etc) ? BtwThanks a lot

I have the same problem, but changing the tessallation multiplier (1.12 - Tessellation Multiplier | Unreal Engine Documentation) of the landscape node only effects the tessallation distance, but doesn’t higher the resolution of the nearby material. What can i do about that?