[DX11 Tessellation Bug] Static Meshes In World Do Not Look Same as In Static Mesh Editor

#Migrated Assets

I have migrated out the skeletal mesh and the static mesh, including all textures and the DX11 Tessellation Material for your testing purposes (yay for migrating!)

#Drop Box

NathanLyer/Dx11ShieldTessellationStaticMeshIssue.rar

Dear Friends at Epic,

I am having an issue with DX11 Tessellation

In the static mesh editor, the static mesh shield (from a UE4 demo) looks super detailed and perfect as a result of the displacement map and the tessellation

when I drag the very same mesh I am staring at into the world

the tessellation and displacement map features are basically almost entirely absent

I exaggerated the tessellation factor to make it easy to see from the pics

Please note

the very same static mesh you see in the editor

is the same exact one I just dragged into the world

but the DX 11 tessellation is not transitioning into the game world instance of the static mesh

#Repro

I am not testing tessellation in standalone game instance vs. editor

I am testing just going from the static mesh editor to the editor world, not even PIE

I tested with both a MIC and with a parent material, same result, difference between SM editor and game world instance is extreme.

Please help!

Rama

#Migrated Assets

I have migrated out the skeletal mesh and the static mesh, including all textures and the DX11 Tessellation Material for your testing purposes (yay for migrating!)

#Drop Box

NathanLyer/Dx11ShieldTessellationStaticMeshIssue.rar

#Skeletal Mesh Same As Static Mesh World

The skeletal mesh version, in the skeletal mesh editor / persona

looks the same as the static mesh in world

buuuut

the skeletal mesh in the world

looks all together different than anything else

#Summary

There is no consistency for DX 11 tessellation appearance between

  1. static mesh editor
  2. static mesh in world
  3. skeletal mesh in editor
  4. skeletal mesh in world

the only 2 that looks imlar are 2 and 3.

every other case is unique

this is making DX11 tessellation very difficult for me to use :slight_smile:

Rama

#Wow its really complicated NVM

Well I’ve learned DX11 tessellation is actually a lot more complicated than just Static mesh vs skeletal mesh vs instanced in world vs editor

I even found that the rotation of skeletal mesh actors was affecting the way the bump map influenced the mesh!

As well as the scale of the mesh

Ultimately I have found a comfortable solution, by always assuming rotation of 0 and using the mesh as a component rather than a skeletal mesh actor,

and not even trying to adjust the bump map height until I’ve scaled the mesh to relate to the character properly.

I also found Cheap Contrast extremely useful as a materail instance parameter to refine the bump map from within UE4, without touching the actual T2D at all!

Here’s my results, attached to my character’s arm!

basemesh2.jpg

Hi Rama,

Thank you for this report. I was able to successfully reproduce the issue using the provided assets very easily. I have since entered a report into our database and handed it off to developers.

Cheers!

Alexander

wohooo!

Thank Alexander!

:slight_smile:

Rama