Tessellation Inwards?

Hiya guys,
I would like to do a material with cracks, and for that I wanna to use a crack alpha.
I just do not really know how can I make the World Displacement go inwards?

It should go inward if you use a negative number value instead of a positive one (for example unreal reads “10” as 10 unit UP, so if you want 10 unit DOWN instead you can multiply that by -1 and that should do the trick. As typically textures go from 0 to 1 in color value, they’ll always go up unless you modify the value in some way with the power of math :P)

Yep just did how you said… :smiley:
Multiplied the alpha texture with a negative number and after that multipled with VertexWS and works like charms! :slight_smile:
Thanks :slight_smile: