#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
- static mesh editor
- static mesh in world
- skeletal mesh in editor
- 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
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!
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