Man, finally! I was struggling with setting up tessellation for over a year, and I didn't know why! Yeah, I thought I was setting it up correctly, but I was lacking ObjectRadius. Just now I had a little of time to research that tessellation is not tiling like UV of my diffuse map... thank you, man!
Thank you for the tutorial. For the people that experienced flickering/flashing problem, you need to go to the "Details" tab of the problematic mesh, then find the "Bounds Scale" value. Then increase the value.
You may want to subtract half of your displacement to have the polygons not just pushed out but also in. Otherwise you will have clipping and artifacts once you start using this setup in an actual scene. That specular map is useless, better read the documentation. Commonly, if we modify Specular, we do so to add micro occlusion or small scale shadowing, say from cracks represented in the normal map. These are sometimes referred to as cavities. Small scale geometry, especially details only present in the high poly and baked into the normal map, will not be picked up by the renderer's real-time shadows. To capture this shadowing, we generate a cavity map, which is typically an AO map with very short trace distance. This is multiplied by the final BaseColor before output and multiplied with 0.5 (Specular default) as the Specular output. To be clear this is BaseColor = CavityOldBaseColor, Specular = Cavity0.5. For advanced use, this can be used to control the index of refraction (IOR). We have not found this to be necessary for 99% of Materials. Below are Specular values based off of measured IOR.
how would you setup the disp to push in and out? with the setup in this tutorial, the surface is offset in only one direction which causes the entire geometry to shift a lot. i would assume with what you're describing, the general position of the displaced surface would stay the same, with details pushing in and out? thanks!
Nice. If you instead use a scalar parameter into a lerp as one ootion, with the same scalar parameter inverted as the second option, you can then use your displacement texture as the alpha and the tesselation will lower and rise in corresponding areas, rather than just rise all areas.
Great series of tutorials. Now that UE5 has come out is there any plan to create a video for using displacement maps now that UE5 has discontinued tessellation? I'd be curious to see what that looks like. Thank you!
you probably dont give a damn but does someone know of a way to get back into an instagram account? I was stupid forgot the login password. I would love any assistance you can offer me!
@Cairo Francis i really appreciate your reply. I got to the site thru google and Im trying it out atm. I see it takes quite some time so I will get back to you later when my account password hopefully is recovered.
Flicker problem solution - 'you can specify a bounds extension manually on the static mesh asset itself. It’s located under “General Settings” within the static mesh editor details panel.' I was getting insane flickering, this sorted it.
Hey, weappreciate poliigon taking an interest in the blender to Unreal workflow, it really is a match made in heaven. One thing I don't like very much, is wrapping meshes post blender in Unreal. It's fine in situations like this when we're dealing with a plane, very simple. But what about uploading a character with multiple materials? The only practice I've had, is importing a house, which has some simple geometries like lightswitches and outlets. Door frames. Multiple textures. I assume a character works similar since when I imported this house to Unreal, where I assigned the materials in blender were still represented. Only I had to recreate the materials and drop them onto the part of the mesh I wanted to wrap. Which too, was very simple. So this means in character creation all I have to do is wrap the character with basic versions of the materials, so that when I import them I can reassign them through Unreals node editor.
Tesselated textures are honestly better than RTX imo. I mean, look at bfv, yea the rtx is a shiny new feature, but tessalated ground makes a times bigger impact on visuals for me than a few real reflections
RTX and tesselation are two completely unrelated things. Tesselation is something that's handled by the texture artists, not the technology used. RTX is just a technology to render whatever the artists have already put in. If anything, you can't blame RTX or the artists because BFV was released BEFORE RTX cards were, and RTX is just a render technology. It doesn't create maps. It only shows you what's there. I hate to sound rude, but really, how can you have an opinion on something you haven't really looked into?
@@bigtime9597 What a retarded answer... Who the fuck cares which team do what? The whole project have a set amount of time and ressources availlable, and its up to the developper heads to chose to which team they grant them. The dude is just saying that he wished the development had put more effort in high quality texture effects rather than in some futuristic tech no one really know about and which gives questionnable results. How can you have an opinion about an opinion you haven't really looked into?
Yeah, but it takes a lot of time to make tesselation run smooth and high quality at the same time. And the new Meshing Shading from team green is not implemented at all because it's very low-level programming, might be lower than implement RTX (but BFV doesn't use more than the reflection feature). BTW, NV-VXGI can make the scene looks much better. At least it can run on my 1080Ti with around 40fps at 4K. The reflection capture sucks, but I'll just use planar reflection to fix my scene.
@@bigtime9597 " If anything, you can't blame RTX or the artists because BFV was released BEFORE RTX cards were, and RTX is just a render technology." what drugs are you one? when a game uses a new technology at launch is BECAUSE they have direct support for the company of that technology... aka dice worked directly with nvidia... so don't spread misinformation about "dice didn't know cuz cards was not out"
Tessellation is not required for displacement unless the model doesn't have enough density. I find there is better performance when the computer doesn't think about increasing or decreasing tessellation.
Thank You for this great tutorial!!!!! Sometimes the objects I apply tessellation to start flickering(like a flickering light). Why is that? Thanks again for this AMAZING tutorial!!!!
Can you go over your HDR setup? Are you using the lighting studio provided in the starter content or a custom setup? If custom maybe a tutorial on that would be great.
well explained tutorial. my question though is, that with this method, once the displacement is applied to the geo, the entire geo shifts way up. if you had for example a human standing on the surface, this way, the surface would after displacement not be at his feet anymore, but rather at their knees. how do you counter for the surface to shift this dramatically? maybe the disp should not only disp out, but also in? any kind of offset in unreal for this? thanks very much!
I'd use geometry instead of displacement if I needed that height difference. Displacement dont have collision. POM is cheaper than displacement, and works on 2-triangle plane. Displace will be better on curved surfaces like lava waterfall.
Don't suppose you have a solution for using the displacement maps in unreal engine 5 do you? I can't find the tessellation feature and it looks like it has now been depreciated. Thanks
Hi, tell me a tutorial on texturing large objects, such as high-rise buildings in a residential area. To make the base texture non-repeating, it was supplemented with random cracks, traces of water stains with rust, traces of material burnout, graffiti and other elements that add realism.
Maybe either model the plane in Blender and import or Create a large plane in Unreal and then size/shrink it down to the size that you need. I am brand new to Unreal. These are just ideas and not things that I have proven.
Questions! Why go with tesselation and displacement instead of doing the thing on the same work on the mesh? Because of the amount of control? And also... How much does this affect the performance if we're talking about different terrains/objects on a level/map? I'm really intrigued.
How can we get our hands on a plane like that? I am fairly new to unreal engine but it seems like most of my issues are the fact that I am unaware of how to increase the geometry in the object I am working with.
how do you create a mesh like that? Do you have a tutorial on that? Did you use blender to create the mesh? If so, how do you create plane with multiple triangles
My material I made using this technique is flashing on and off. Anyone know why? I had to turn on sRGB because I got an error if I turned it off. Could this be the problem?
Just a friendly tip: If you're making a video part of a series and intent of referring to previous video as in; "we've already covered that". Please make sure to refer to the rest of the series somewhere, either in the video or in the description. People that find your content by ways of, for instance, a recommendation feed, will pretty soon have no idea what you're on about and loose interest.
I am just wondering: why would you plug in the specular map, if you already have the roughness map? You should either use a specular map OR a roughness map, but not both at the same time, if I am not mistaken. The "physically correct" specularity value for most materials seems to be 0.5, so there is usually no reason to use a texture, not to mention that most specular / reflectivity textures are probably designed to directly modify the amount of reflections to "make it look nice", i.e. their mean value would be far from 0.5.
Hey Internet, Hoping someone can help.... I understand that I cannot use tessellation on regular BSP meshes as explained in the video becaue it has not enough geometry for the displacement to work... How then would i achieve displacement on wall and ground planes....I thought the whole point in BSP meshes is so that i don't have to model simple things such as walls and floors in a separate 3D package also having to give significant geometry in order for displacement to work....this would surely eat system resources no?? All in all i want to know how to achieve the same results for the ground planes of my level without having to resort to actually modelling walls with large poly-counts??
Good tutorial but it isn't works on landscape. Can you help? I just making my material and selecting it for landscape. Then everything works but tessellation is not. And sorry for my bad english. (Also I'm new on ue4)
You can definitely use textures with tessellation on landscapes, there has to be a setting either on your material or in the landscape editor that you need to check probably
yes, but it can be optimized and setup to only add polygons to the stuff directly around the player and fades off into no added geometry in the distance. This stuff has been in most AAA games on Consoles and pcs for the past 5+ years.
You can program textures in UE4 that they only get tessellated when you’re close to them. Tessellating a whole Landscape at once would kill the performance.
how would you fix the crack that shows up when using tiles for a landscape? I haven't found a way to seamlessly hide the crack after using tessellation
In case you haven't figured it out yet (or if anyone comes by and needs the answer): when editing your material, in the Details tab (right below the preview) you will find a checkbox "Crack Free Displacement" under the Tesselation section. Toggle it on to prevent holes in the mesh caused by displacement, you will be able to see the result in the preview as well. It is far from perfect (it will stretch your textures a bit to fill the gaps) but at least it's doing its job!
@@ShmuPixel no that didn't work for me. I had to paint visibility off in the spots where the landscape tiles' converge (all of them), for some reason that made the cracks go away.
isn't the effect somewhat binding you to a fixed lighting source though? since the texture is already having its own shadows and what not. Could you do this but then replace the graphics with the same image "without shadows" so that you can let lighting effects that are more dynamic/moving (sun, torch, candles, lamps... whatever) hit it and create those shadows instead? it feels like that'd be more natural. (i'm not a game designer or anything like that, i just stumbled on the video and watched it out of fascination) Also another question, what is it that makes tessellation resource heavy exactly? Does it need to re-calculate the shape every time? if so, isn't there a way of just making it more fixed so that it's no more resource heavy than non tessellated objects? ...or is it just the higher polygon count by itself that makes it heavier?
imo using displacement in game is lazy. Can get better performance by applying displacement in zbrush then optimize polycount. Displacement only useful for animated materials such as lava. In many cases I'd prefer use POM instead of displacement anyway.
@@izvarzone Don't you get smoother lods, and isn't tessellation easier on memory and potentially draw calls? Not to mention you can use it in a lot more places and it's scalable. In the past I've seen profiling in Cryengine (Crysis 2) which showed tessellation to even be cheaper than POM, without artifacting. Then there's the variable factors of processing on a mesh prior to being tessellated, would be lower that that of a medium poly solution. Tesselation just seems misunderstood. By me too. There are so many factors to consider when implementing it.
In the material parameters, under Tessellation, check the box for "crack free displacement". It also depends on your UV unwrap (if you have seams across those edges and the texture doesn't blend smoothly between them).
6 seconds into the video there was like water going into some areas. Does anyone know how to do that? I think the displacement is creating geometry to surround the water but I dont know how to do that can some one tell me how?
Tessellation is not a feature of UE5, Nanite is the alternative. From the UE5 docs: "Nanite obsoletes most use cases for Hardware Tessellation. Hardware Tesselation has been removed from UE5. For use cases that Nanite does not support, users may want to increase the resolution of their assets if necessary."
Why does he sound like Andrew Price but with much deeper voice? Are the employees of poliigon required to learn how to sound like Andrew? :D Great stuff! Thanks
I have watched so many engine tool tutorials i think its about time for me to get a pc and make my own stuff.
Man, finally! I was struggling with setting up tessellation for over a year, and I didn't know why! Yeah, I thought I was setting it up correctly, but I was lacking ObjectRadius. Just now I had a little of time to research that tessellation is not tiling like UV of my diffuse map... thank you, man!
Thank you for the tutorial. For the people that experienced flickering/flashing problem, you need to go to the "Details" tab of the problematic mesh, then find the "Bounds Scale" value. Then increase the value.
thanks man, what are you working on?
@@Dmanzone Nothing specific, just teaching myself some stuff :)
You may want to subtract half of your displacement to have the polygons not just pushed out but also in. Otherwise you will have clipping and artifacts once you start using this setup in an actual scene.
That specular map is useless, better read the documentation.
Commonly, if we modify Specular, we do so to add micro occlusion or small scale shadowing, say from cracks represented in the normal map. These are sometimes referred to as cavities. Small scale geometry, especially details only present in the high poly and baked into the normal map, will not be picked up by the renderer's real-time shadows. To capture this shadowing, we generate a cavity map, which is typically an AO map with very short trace distance. This is multiplied by the final BaseColor before output and multiplied with 0.5 (Specular default) as the Specular output. To be clear this is BaseColor = CavityOldBaseColor, Specular = Cavity0.5.
For advanced use, this can be used to control the index of refraction (IOR). We have not found this to be necessary for 99% of Materials. Below are Specular values based off of measured IOR.
Thank you for the information. I'll look into this.
how would you setup the disp to push in and out? with the setup in this tutorial, the surface is offset in only one direction which causes the entire geometry to shift a lot. i would assume with what you're describing, the general position of the displaced surface would stay the same, with details pushing in and out? thanks!
Loved you on Travel Man, didn't know you did 3D too
Holy shit it DOES sound like richard ayoade!
haha, I cant unhear in now xD
Thanks a bunch man! Ivre seen several videos regarding the subject and you are by far the best at guidance and explanation.
Nice. If you instead use a scalar parameter into a lerp as one ootion, with the same scalar parameter inverted as the second option, you can then use your displacement texture as the alpha and the tesselation will lower and rise in corresponding areas, rather than just rise all areas.
Can also substract .5 prior to multiplying for the same effect
Will these methods work for trying to apply detail to a face, where it has to match perfectly?
Great series of tutorials. Now that UE5 has come out is there any plan to create a video for using displacement maps now that UE5 has discontinued tessellation? I'd be curious to see what that looks like.
Thank you!
Second
And what about collision? Pawn will be walking on top of the real plane mesh?
So I need one more tutorial about this theme.
So I need one more tutorial about this theme.
@@ЛеонидЮдин-р8э Okay, but do you need one more tutorial about this theme?
@@godofthecripples1237 No, he needs three more tutorials about this theme.
sorry, it's my pretty good internet.
Hi, could you do a tutorial with Parallax Occlusion Mapping, it's lighter than tessellation so more useful for terrains. Thank you. :)
you probably dont give a damn but does someone know of a way to get back into an instagram account?
I was stupid forgot the login password. I would love any assistance you can offer me!
@Jaiden Leandro instablaster =)
@Cairo Francis i really appreciate your reply. I got to the site thru google and Im trying it out atm.
I see it takes quite some time so I will get back to you later when my account password hopefully is recovered.
@Cairo Francis it did the trick and I actually got access to my account again. I am so happy!
Thanks so much you saved my account!
@Jaiden Leandro You are welcome :)
Flicker problem solution - 'you can specify a bounds extension manually on the static mesh asset itself. It’s located under “General Settings” within the static mesh editor details panel.' I was getting insane flickering, this sorted it.
for create divide plane
-open blender
-create a plane
-go edit mode
-right click
-click subdivide
-number of cuts +30
- export fbx
-import ue4
i was about the asking question with no hope and saw your comment .you are life saver mate .many many thanks
Bünyamin Bulak senin zikin taşşan saolsun ya takıldığın yer olursa yine yaz
Now it is possible subdivide mesh in Unreal Engine 4.24 with mesh tools modeling plugins.
This is the best lesson on displacement in UE4
Glad you found it helpful!
omg thank you Richard Ayoade!
I noticed that too
Thanks so much! It took forever to find a good tutorial on this. :)
For some reason, my model just vibrates like crazy no matter what the displacement value is. Or flickers really fast, in and out.
same issue here
Trying this tomorrow wish me luck!!!!
where can i find this DividedPlane? or how can i make a plane with higher polygons ?
Hey, weappreciate poliigon taking an interest in the blender to Unreal workflow, it really is a match made in heaven. One thing I don't like very much, is wrapping meshes post blender in Unreal. It's fine in situations like this when we're dealing with a plane, very simple. But what about uploading a character with multiple materials? The only practice I've had, is importing a house, which has some simple geometries like lightswitches and outlets. Door frames. Multiple textures. I assume a character works similar since when I imported this house to Unreal, where I assigned the materials in blender were still represented. Only I had to recreate the materials and drop them onto the part of the mesh I wanted to wrap. Which too, was very simple. So this means in character creation all I have to do is wrap the character with basic versions of the materials, so that when I import them I can reassign them through Unreals node editor.
Tesselated textures are honestly better than RTX imo. I mean, look at bfv, yea the rtx is a shiny new feature, but tessalated ground makes a times bigger impact on visuals for me than a few real reflections
RTX and tesselation are two completely unrelated things. Tesselation is something that's handled by the texture artists, not the technology used. RTX is just a technology to render whatever the artists have already put in. If anything, you can't blame RTX or the artists because BFV was released BEFORE RTX cards were, and RTX is just a render technology. It doesn't create maps. It only shows you what's there. I hate to sound rude, but really, how can you have an opinion on something you haven't really looked into?
@@bigtime9597 r/woosh ?
I know that rtx and tesselation are like night and day
@@bigtime9597 What a retarded answer...
Who the fuck cares which team do what? The whole project have a set amount of time and ressources availlable, and its up to the developper heads to chose to which team they grant them.
The dude is just saying that he wished the development had put more effort in high quality texture effects rather than in some futuristic tech no one really know about and which gives questionnable results.
How can you have an opinion about an opinion you haven't really looked into?
Yeah, but it takes a lot of time to make tesselation run smooth and high quality at the same time. And the new Meshing Shading from team green is not implemented at all because it's very low-level programming, might be lower than implement RTX (but BFV doesn't use more than the reflection feature). BTW, NV-VXGI can make the scene looks much better. At least it can run on my 1080Ti with around 40fps at 4K. The reflection capture sucks, but I'll just use planar reflection to fix my scene.
@@bigtime9597 " If anything, you can't blame RTX or the artists because BFV was released BEFORE RTX cards were, and RTX is just a render technology."
what drugs are you one? when a game uses a new technology at launch is BECAUSE they have direct support for the company of that technology... aka dice worked directly with nvidia... so don't spread misinformation about "dice didn't know cuz cards was not out"
Tessellation is not required for displacement unless the model doesn't have enough density. I find there is better performance when the computer doesn't think about increasing or decreasing tessellation.
This is quite useful,
but if you plan to create whole playable game environment, paralax occlusion technique is more performance friendly
but how to dig a hole in the landscape (in the game)?
super simple and easy to follow, thank you!!
Great instuctional video!
YO! IS THERE A NEW DISPLACEMENT WORFLOW FOR UE5.3? your tutotials are the best. And I'm a happy poliigon client
Your voice sounds exactly like the Maurice Moss voice, respect x), like it haha
Holy shit you're right
How do you do this for Quixel's materials?
Would this work on a Landscape Material? I don't know if the landscape would have enough geometry or if it's possible due to the blending layers.
Do you win on performance by creating displacement in UE over doing that in “external” application and importing geometry in?
THANK YOU FOR THE VIDEO!
How much would you recommend to sub divide a surface for tessellation to work correctly and keep a relative good performance?
Estos materiales solo son arreglos visuales o influyen en la física ? Estoy buscando que las condiciones influyan en el desarrollo de la historia.
Can you update the process for ue5?
Amazing Tutorial !!! Very helpful :x
Ottimo !
Thank You for this great tutorial!!!!!
Sometimes the objects I apply tessellation to start flickering(like a flickering light). Why is that?
Thanks again for this AMAZING tutorial!!!!
Can you go over your HDR setup? Are you using the lighting studio provided in the starter content or a custom setup? If custom maybe a tutorial on that would be great.
very nice tutorial, but could you explain how to put a texture with displace a wall with a hole, and that it does not deform at the edges? thanks
Thanks for sharing, very easy to follow, very effective results!
well explained tutorial. my question though is, that with this method, once the displacement is applied to the geo, the entire geo shifts way up. if you had for example a human standing on the surface, this way, the surface would after displacement not be at his feet anymore, but rather at their knees. how do you counter for the surface to shift this dramatically? maybe the disp should not only disp out, but also in? any kind of offset in unreal for this? thanks very much!
I'd use geometry instead of displacement if I needed that height difference. Displacement dont have collision.
POM is cheaper than displacement, and works on 2-triangle plane. Displace will be better on curved surfaces like lava waterfall.
Don't suppose you have a solution for using the displacement maps in unreal engine 5 do you? I can't find the tessellation feature and it looks like it has now been depreciated. Thanks
It looks great but what about the performance?
Hi, tell me a tutorial on texturing large objects, such as high-rise buildings in a residential area. To make the base texture non-repeating, it was supplemented with random cracks, traces of water stains with rust, traces of material burnout, graffiti and other elements that add realism.
Fantastic tutorial!
Glad you liked it
how do you make the starting plane with alot of geometry
Maybe either model the plane in Blender and import or Create a large plane in Unreal and then size/shrink it down to the size that you need. I am brand new to Unreal. These are just ideas and not things that I have proven.
Questions!
Why go with tesselation and displacement instead of doing the thing on the same work on the mesh? Because of the amount of control?
And also...
How much does this affect the performance if we're talking about different terrains/objects on a level/map?
I'm really intrigued.
Well, try it yourself to sculpt the mesh for this tilling texture and you will understand why.
Awesome tutorial!! Thank you so much!
does this kind of materials can be used for games? is it used in some AAA projects like Metro:Exodus or other games which have detailed grounds?
How can we get our hands on a plane like that? I am fairly new to unreal engine but it seems like most of my issues are the fact that I am unaware of how to increase the geometry in the object I am working with.
You can use Blender to create and then export the plane into unreal engine
Is there a download for the static mesh?
How performance heavy is it though?
one word , very
Hi bro!!! I'm from Rome and the scene behind on the background seems to me 'Circo Massimo'...isn't it? Thanks so much for this video!!!!!!!!
Good tut.
How do you stop the flickering happens every time I use tessellation
how do you create a mesh like that? Do you have a tutorial on that?
Did you use blender to create the mesh? If so, how do you create plane with multiple triangles
Nevermind I figured it out. You have to create a grid in blender and bump up the subdivisions. Btw how many triangles is the plane that you are using?
My material I made using this technique is flashing on and off. Anyone know why? I had to turn on sRGB because I got an error if I turned it off. Could this be the problem?
Great video, thank you man:)
nice
how do you change polygons on the mesh
Just a friendly tip: If you're making a video part of a series and intent of referring to previous video as in; "we've already covered that". Please make sure to refer to the rest of the series somewhere, either in the video or in the description. People that find your content by ways of, for instance, a recommendation feed, will pretty soon have no idea what you're on about and loose interest.
A fair point. I'd never heard of this channel before this video popped up on my "videos you might like" feed.
thanks!
hello , are the free texture in poliigon cc0 , Can i use it for commercial purpose . Thank you
I am just wondering: why would you plug in the specular map, if you already have the roughness map? You should either use a specular map OR a roughness map, but not both at the same time, if I am not mistaken. The "physically correct" specularity value for most materials seems to be 0.5, so there is usually no reason to use a texture, not to mention that most specular / reflectivity textures are probably designed to directly modify the amount of reflections to "make it look nice", i.e. their mean value would be far from 0.5.
Specular used a lot even in PBR shaders. See UE4 paragon vids for explanation.
how do i get the skysphere for more texture ?
Hey Internet,
Hoping someone can help....
I understand that I cannot use tessellation on regular BSP meshes as explained in the video becaue it has not enough geometry for the displacement to work...
How then would i achieve displacement on wall and ground planes....I thought the whole point in BSP meshes is so that i don't have to model simple things such as walls and floors in a separate 3D package also having to give significant geometry in order for displacement to work....this would surely eat system resources no??
All in all i want to know how to achieve the same results for the ground planes of my level without having to resort to actually modelling walls with large poly-counts??
Good tutorial but it isn't works on landscape. Can you help? I just making my material and selecting it for landscape. Then everything works but tessellation is not. And sorry for my bad english. (Also I'm new on ue4)
You can definitely use textures with tessellation on landscapes, there has to be a setting either on your material or in the landscape editor that you need to check probably
@@pyrotechnick420 I closed crack free setting then it works but now tessellation is larger than my texture.
this might sound dumb but have you googled for a tutorial?
@@Potatinized Yea you gotta learn how to learn
is there a way to prevent the vertices on the edge of my plane being affected, as i use these to snap other pieces together and these cannot be moved.
Modify the displacement map on an image editor to fade to mid level at the edges.
question: tessellation produces more polygons, wouldn't it slow down the game??
Shaders are today the most power-hungry features...
Use Parallax Occlusion Mapping instead.
yes, but it can be optimized and setup to only add polygons to the stuff directly around the player and fades off into no added geometry in the distance. This stuff has been in most AAA games on Consoles and pcs for the past 5+ years.
@@danylbekhoucha6180 Paraloax Occlusion mapping looks like ass from 75% of angles.
You can program textures in UE4 that they only get tessellated when you’re close to them. Tessellating a whole Landscape at once would kill the performance.
how can i create the plane with the mash with a lot of triangles?
tesellation modifier
how would you fix the crack that shows up when using tiles for a landscape? I haven't found a way to seamlessly hide the crack after using tessellation
In case you haven't figured it out yet (or if anyone comes by and needs the answer): when editing your material, in the Details tab (right below the preview) you will find a checkbox "Crack Free Displacement" under the Tesselation section. Toggle it on to prevent holes in the mesh caused by displacement, you will be able to see the result in the preview as well. It is far from perfect (it will stretch your textures a bit to fill the gaps) but at least it's doing its job!
@@ShmuPixel no that didn't work for me. I had to paint visibility off in the spots where the landscape tiles' converge (all of them), for some reason that made the cracks go away.
is there any way to edit a mesh inside unreal to make it with more triangles instead of this headache with materials ? ...
yyep there is. Now there is a modeling option. But you need to activate few plugins.
No link?
I don't know what I'm doing wrong but my texture color doesn't match the texture of displacement.
Is this better, qualitywise, than cryengine´s tesselation `?
Alguem sabe me informar por favor, esse tipo de material com Displascenment pode ser usado em games ou fica muito pesado para games?
Sorry, I didn't see the other videos. Anyone know why he flipped the green channel on the normal?
awesome!
isn't the effect somewhat binding you to a fixed lighting source though? since the texture is already having its own shadows and what not.
Could you do this but then replace the graphics with the same image "without shadows" so that you can let lighting effects that are more dynamic/moving (sun, torch, candles, lamps... whatever) hit it and create those shadows instead? it feels like that'd be more natural.
(i'm not a game designer or anything like that, i just stumbled on the video and watched it out of fascination)
Also another question, what is it that makes tessellation resource heavy exactly?
Does it need to re-calculate the shape every time? if so, isn't there a way of just making it more fixed so that it's no more resource heavy than non tessellated objects?
...or is it just the higher polygon count by itself that makes it heavier?
imo using displacement in game is lazy. Can get better performance by applying displacement in zbrush then optimize polycount.
Displacement only useful for animated materials such as lava. In many cases I'd prefer use POM instead of displacement anyway.
@@izvarzone Don't you get smoother lods, and isn't tessellation easier on memory and potentially draw calls? Not to mention you can use it in a lot more places and it's scalable.
In the past I've seen profiling in Cryengine (Crysis 2) which showed tessellation to even be cheaper than POM, without artifacting.
Then there's the variable factors of processing on a mesh prior to being tessellated, would be lower that that of a medium poly solution.
Tesselation just seems misunderstood. By me too. There are so many factors to consider when implementing it.
suuuper nice ! :)
when i do this my material looks scrunched up and wavy :(
Not enough geometry to work with probably
@@franciscoarana3735 I created a higher poly plane with subdivision surface in blender it works fine now thank you
KING!
Is this game heavy, because of the high poly count needed to use these textures?
If I add displacement to a box, the edges become disconnected. I can see through the edges as gaps.
In the material parameters, under Tessellation, check the box for "crack free displacement". It also depends on your UV unwrap (if you have seams across those edges and the texture doesn't blend smoothly between them).
Why can't I drag and insert my material onto the plane? I click and drag it but nothing happens.
Where is the link of that texture??
Maybe i did something wrong but my textures seem to be floating..
How about vector displacement does that work on unreal engine 4
Using displacement, increase poly count? and decrease perfomance?
displacement move verts, but you need lot of them. On low poly it will work bad. POM (parallax) works on low poly but have some graphical artifacts.
Super!!!
6 seconds into the video there was like water going into some areas. Does anyone know how to do that? I think the displacement is creating geometry to surround the water but I dont know how to do that can some one tell me how?
How to use tessalation in U5 i dont see that option i material
Tessellation is not a feature of UE5, Nanite is the alternative.
From the UE5 docs:
"Nanite obsoletes most use cases for Hardware Tessellation. Hardware Tesselation has been removed from UE5. For use cases that Nanite does not support, users may want to increase the resolution of their assets if necessary."
@@inappdesign so... how do you use displacement with nanite?...
Why does he sound like Andrew Price but with much deeper voice?
Are the employees of poliigon required to learn how to sound like Andrew? :D
Great stuff! Thanks
when i look directly down my plane disappears, any idea how to fix it?
The material keeps blinking after adding 'Object Radius'
thankyouuuu!
borderlands 3, only if its compatible with the cell shading but im optimistic, 2 was great on pc, pegged 144fps on a g3258/1060
if your going to put 8:40 in your video it needs an epilepsy warning
How do you download polligon?