I wonder if it is possible to add more triangles/polygon count to a default cube or box brush in Unreal? I am trying to build a brick wall system for a castle using megascans, but when I tessellate the megascan material upon the default cube, it looks odd, since the default Unreal cube (and box brush) has very few polygons.
If there was a way to use the default shapes with increased polygons that would be awesome since I can easily change the width, height, depth, etc etc, and in that way I don’t need to import custom meshes from 3rd party sources.
Is this possible perhaps, or do I need to use for example Blender for this task?
Just increase the max tessellation factor in the shader files:
C:…\Epic Games\UE_4.xx\Engine\Shaders\Private\FlatTessellation.usf => Replace 15 with 64
C:…\Epic Games\UE_4.xx\Engine\Shaders\Private\PNTriangles.usf => Replace 15 with 64
Just one question regarding replacing the numbers, so that I don’t do this the wrong way.
When navigating to the shader files that you mention, in notepad, I cant seem to search for 15, but had to find it by inspecting the code.
I did find 3 parameters, which are:
I guess the “1, 15” codes are the ones to update to 64, but should I update the [maxtessfactor(15)] to 64 as well? Just want to make sure so that I don’t break the engine or something.
Doesn’t make sense. For a better and nicer tessellation you need higher polygons, increasing max factor for tessellation totally isn’t achieving this.
I am searching for answer that I can’t find on google about how to increase polygon count on something like plane and cube, so that I can get the equal quality of tessellation I see in the Quixel Bridge previews of texture surfaces.
Regarding point 3
You have to create a mesh (in Blender or Maya) and subdivide it.
Import it into Unreal and apply the tessellation material, which tessellates the mesh even more.