hello may i know if it is possible for ue to use displacement maps for non static meshes? i know this is probably a noobie question, but ive been trying to learn character modelling but most of the “professional” process i see on YouTube uses displacement maps for micro detail, or am i approaching this the wrong way. is baking the micro detail through normal maps the only applicable way?
Hey there @kushifujisou! So the old way we used tessellation (what we used for displacement maps) actually got deprecated in UE5 in favor of nanite, so displacement mapping is used mostly in UE4 projects as of now. For UE4 projects you’d go to your materials data panel and enable a form of tessellation and you’d get a node on your material output to attach a displacement map to. This would work for SKMs, SMs, and really most anything you can add material to barring grooms. Here’s how you can use the world position offset for base displacement.
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… you don’t need tesseltation to plug vertex output into a material…
hello thank you for this useful info about methods that was used to do displacements!!!, in previous engines really gives me an idea how i should approach it going forward!! i wonder would it be intensive to do displacement on moving meshes
hello thank you for your feedback, is it possible to ask you some sources to know more about this vertex output, i would really appreciate it!
Just plug antyhing multiplied by vectornormalws into the offset pin.
Theres probaly a million tutorials on how to make materials do all sort of things.
You can use the same pin to rotate cubes/meshes on the gpu.
No tesselation required by anything to do this.