displacement map seams

When using displacement maps in modeling mode all is well in the editor, but when I
launch a session there are seams visible.

In Editor:

In Session:

Creating Shape:

Creating displacement:

Am I doing something wrong or could this be a bug?

Just a few things to think about that maybe you can try. Not sure if any of these will be a fix for you but might be worth testing:

  • Have you tried with no displacement to see if it looks much different (besides the seams). It’s possible you may not be benefiting much from the displacement anyway. I’m not sure if the 16 subdivisions on that mesh is really enough to make use of the displacement (I could be wrong on this, not sure if UEFN uses some type of adaptive divisions).

  • Maybe try a same sized cube but with 64 divisions and see if that makes a difference? (I’d probably forget this… I see how the disp. setting are already set so this prob wouldn’t change anything)

  • Is this a material that you created? If it is, have you tried using world aligned textures for it?

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Without the displacement it looks good. But I prefer displacement as it looks more realistic.
I already tried multiple divisions (32, 64, etc.).

I did use the following to create world aligned textures:
https://i.imgur.com/I3xTVh9.jpg (Not my image, but implemented it in my material)

Ok, here are a few other ideas and things to check:

  • Is this your displacement map? Is the compression set to one of the displacement settings?

  • image

  • Is the map 16bit?

  • My only other idea is to make the ground plane that you are using it on much larger so you don’t need to tile it. Then you can scale the texture so it’s the correct visual size and any seams might be hidden or under other objects?

Good luck!

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These are my displacement map settings and the compression is set to dx11.
The normal map is also made for directx.
It is a 16bit displacement map.

I went with your last idea. I disabled world aligned textures and created one big tile.
As I have a very asymmetrical structure I now use Mesh Cut to make it the right shape.

Thanks for your help.

I would be curious to see what happens if you changed the compression to one of the displacement compression settings. The regular compression used for default color images will introduce some slight compression artifacts. I was wondering if that was causing the displacements to not align correctly. Either way, I’m glad you were able to find a solution!

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How can I find the displacement compression settings of the displacement map?
I already tried different compression settings with no result.

If you double click on any imported texture map you’ll get a new window for that texture. In the details tab there is a section labeled ‘Compression’ In that section is a option for ‘Compression Settings’. There is a ‘Displacement’ option that I would try first. If you are using that texture in a material you might need to make sure the texture setting have switched to the new compression settings in that material as well otherwise you will get an error. If this doesn’t fix the error you can always go back to the original setting if you prefer.

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It doesn’t work. After I compressed and saved the displacement map I modeled the shape again and added the displacement map, just to be sure it was applied.
I both tried a box and a rectangle. As the box has the displacement map also applied to the sides.


This is my material:

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it’s possible that you have Nanite rendering active in UEFN (this is on by default if your hardware supports it) but not in the game. It looks like you are seeing a simplified mesh, which would be the case if your in-game rendering doesn’t support Nanite.

You can try opening the Static Mesh Editor for the mesh and setting the Fallback Target in the Nanite Settings to Percent Triangles and then set the Fallback Triangle Percent to 100, if this fixes it, that is the problem.

You can also toggle between Nanite and non-Nanite previews in UEFN by clicking on Settings in top-right of the editor and changing the Preview Platform to PC D3D SM5 (SM6 is Nanite, SM5 is non-nanite), if that reproduces your broken screenshots than this is the source.

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Yes. This did the trick.
I had indeed nanite disabled in my game client. By enabling it the seams were gone.
I have set the Fallback target to percent triangles and percent triangles percent to 100.

Now both with or without nanite there are no seams visible.

I want to thank you both for your time and effort in helping me.

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