Can you be more specific?
of course, when I import a material from bridge, I try that the texture has a relief, as in the photo, but my texture looks completely flat, I have tried this option but I have this problem, it is the sea that I have to program it in some specific way but not I know which one it is
what I want is that my texture is the same as that of the demonstration, that it has the same grooves in 3d
Yes, it’s not displacement, it’s a problem with the normal I’d say ( kinda hard to tell ).
Have you tried tweaking the normal instead of the displacement?
What that looks good, no?
yes, but does not have relief as in the material shown
It is still flat, I do not understand very well how to get that 3d, the state it is looking at and it has to do with black and white maps, I do not know if I am wrong, you know any tutorial that speaks specifically for that
It’s looks ok to me, but I know what you mean.
I might be to do with your material setup, but I doubt that, because I’m assuming you’re using to material supplied by Megascans.
You might have to specifically enable tessellation, that’s what really makes things ‘poke out’.
It will either be a checkbox on the material instance, or you might need to specifcically use the tessellation material ( there may be more than one material ).
In any event, this explains all methods of getting a 3d look:
thank you very much for spending your time with me
It’s not the object polys. I know they say that in some tutorials, but if you look in wireframe mode, when you enable tessellation, the system adds the extra polys.
I think there’s probably just a switch you’re missing, or a different material instance you need to use. Something like that…
Look at them both in wireframe mode, this will tell you if it’s tessellating or not. ( You may have to get a bit closer for the tessellation to kick in ):
I notice your tessellation multiplier is grey out in the material, tessellation is not on, in that case…
No problem. Did you get there?..
I am trying, studying the video as much as possible to see what is happening to me, everything about tesselation I had already studied from before but I think it is due to the polygons of the object, I do not know yet, I will continue with the video to see what tar and in a couple of hours I tell you, as soon as I have I tell you
At the moment left tessellation, right normal material with a little change in the parameter of normal and tiling, (no tesselation)
I am convinced that it is the same, I do not add that 3d sensation simply the texture of the object makes the object get bigger and it comes out of the normal way that the object has
I know that at first glance it seems that the texture has relives but when you look closely you see that it is totally flat, I do something wrong with the maps and I do not know what it is, I will study the tutorial more thoroughly