Hello! I have implemented tesselation and displacement for my terrain, but I have an issue with how it's tesselating it.

As you can see, it doesn't subdivide the triangles evenly, instead, it creates hyper-dense sections along the edges of the original triangles.
Meaning I get poor tesselation in the mid sections and extremely performance intensive tessellation along the edges, and it causes visual artefacts and just looks poor.
Why is this happening and how do I ensure it stops happening?
The transitions between the hyper-dense and lower tesselated areas cause cracks.

These are the tesselation settings.

I also manage the tesselation falloff manually through the material and have disabled the default falloff in the landscape settings:
But to be clear, the issue also happens with the default falloff settings.
Any suggestions?
As you can see, it doesn't subdivide the triangles evenly, instead, it creates hyper-dense sections along the edges of the original triangles.
Meaning I get poor tesselation in the mid sections and extremely performance intensive tessellation along the edges, and it causes visual artefacts and just looks poor.
Why is this happening and how do I ensure it stops happening?
The transitions between the hyper-dense and lower tesselated areas cause cracks.
These are the tesselation settings.
I also manage the tesselation falloff manually through the material and have disabled the default falloff in the landscape settings:
Any suggestions?
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