![tessellation triangle texture tessellation triangle texture](https://www.graphics.rwth-aachen.de/media/resource_images/triangle-2.png)
Save the displacement map in the alpha channel of your _displ texture.
Tessellation triangle texture manual#
Manual solutionĪrtist places meshes carefully and/or fades out displacement himself by modifying a displacement map where needed.Īll of the tessellation schemes are enabled through the material editor and on a per material basis. This is more tricky to fix automatically as the engine would have to check the world space position of all meshes, that's why the solution used in earlier builds was forcing to disable displacement on all (sub)mesh boundaries. There is no such thing as UV seams for Phong tessellation or PN triangles as they do not use any UV mapping. This is automatically fixed by the engine if there is no tiling otherwise the artist has to change the UV mapping to hide such artifacts if possible. This edge will then have different displacement on each side due to sampling different places in displacement map (even tiny difference in UV can cause visible cracks). This occurs when two adjacent triangles share an edge but in fact they use separate vertices with different UV's. There are two types of cracks that can become noticeable when using tessellation: 1. UV seams Setting min factor to 1 means that it will be always tessellated at level1 even if it's far away from camera. So for general cases you can just increase the factor, in special cases you can clamp it. In some cases (like a cutscene) where you know the object will be at certain distance from camera (or fixed range) you can clamp the factor to get rid of view dependent tessellation factor which can result in geometry 'popping' artifacts. So this param means no face culling at all for 0 and cull anything not facing camera when set to 1.Ĭontrols the density of the mesh triangles. The problem is when there is displacement which is visible from the camera even if the triangle is facing away (imagine spike from one side of the cube, if you rotate it the side is not facing camera but you still see the spike for a while).
![tessellation triangle texture tessellation triangle texture](https://thumbs.dreamstime.com/b/interlocking-triangles-tessellation-contemporary-print-repeated-scallops-seamless-pattern-fish-scales-surface-design-modern-107953651.jpg)
This is because tessellation has its own face culling, basically it takes the original (non-tessellated) triangle and checks if it's facing camera, if not it throws it away. This is good for getting rid of gaps in meshes or preventing tessellated geometry to displace into other objects that are placed on top of them.Īllows you to change the height of the displacement.ĭefines the extent at which vertices are culled, this is used for 2-sided sorting of polygons (2 Sided must also be checked). Allows you to move the plane from where the displacement is applied.