I recently stumbled across an interesting blog, whereby someone implemented a method for smoothing a mesh in Unreal Engine using tessellation and displacement maps. I wonder if perhaps some facility for doing this as an option could be made available? The problem I’m trying to address is smoothing a base mesh exported from Daz by use of displacement maps baked from a high poly mesh. Some “one-click” tools and shader facilities for doing this would be great. Daz’s FBX export gives you the base mesh only. The high poly mesh is acquired in Daz with tessellation and a smoothing algorithm (Catmark I believe). It’s difficult if not impossible to smooth an already rigged and skinned mesh in a 3d modelling tool whilst keeping correct weight maps, blend shapes and so on. Some method of doing would be very useful indeed.