Dear Friends at Epic,
Tessellation appears to be totally broken in 4.2
Remember the earlier post someone had with dx11 tessellation in their landscapes and spikes appeared everywhere?
And they narrowed it down to the tessellation
Landscape Spikes Due to Tessellation
well
I am getting those spikes on my character model!
I am using PN_Triangles with adaptive tessellation enabled
And
my character’s spikes go nuts the closer I get to them!
#Adaptive Tessellation Issue is Distance Related
The closer I get to the character, the more the spikes go bonkers!
#Material
It’s simple, no displacement at all, just Tessellation Factor of 1, for the PN_Triangle smoothing
#Far Away
#Closer
#Closest
(see first comment)
#Summary
The closer the camera gets to my character with the spike tessellation material applied, the more the spikes distort.
I have no displacement on this material at all.
#Non-Adaptive Measurable Just by Tess Factor
If you disable adaptive tessellation and use any value higher than 1, then all the crazyness starts that I’ve never seen ever before 4.2
#Non-Adaptive Tessellation of 1.5
(see second comment)
#This is a Very Big Problem
I have to completely disable my use of Dx11 tessellation until this is fixed or I can’t even see my character in the ocean of bugged tessellation vertex positions that ensues.