World Displacement low in detail
Hi, I have been working on some materials in UE4 and am having issues understanding world displacement and how I can make a material have realistic bumps. I am struggling to find good documentation on this topic anywhere else. What I want to do is make each rock on my asphalt texture look like it is 3D. I have my material set up like this:
I have been trying to get there to be some tessellation when the material is applied but I can only seem to get very little tessellation:
Setting the tessellation multiplier to something like 10 thousand has almost no effect and I can't understand why.
Help is appreciated, thanks.
Edit: A couple more screenshots showing what the road looks like and how there is barely any 3-dimensionality to it.
Turns out you have to subdivide a surface, as tessellation works on a per-face basis. After 4 subdivisions the displacement quality has gone way up.
answered Mar 19 '17 at 02:43 AM
Tess multiplier is capped at 15. The idea is that you should supply a denser base mesh to start with.
answered Mar 17 '17 at 10:14 AM
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