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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:

Material

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:

alt text should go here but it doesnt

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.

1 2

Product Version: UE 4.14
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snack!3.png (294.7 kB)
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asked Mar 17 '17 at 03:59 AM in Using UE4

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Beeperdp
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2 answers: sort voted first

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.

alt text

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answered Mar 19 '17 at 02:43 AM

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Beeperdp
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Tess multiplier is capped at 15. The idea is that you should supply a denser base mesh to start with.

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answered Mar 17 '17 at 10:14 AM

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Deathrey
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avatar image Beeperdp Mar 17 '17 at 08:36 PM

Do you know how I would go about doing that? The lines on the road are meant to look like paint on the material so making a denser mesh might be hard for me.

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