# Is it possible to bake tesselation on a mesh?

**URL:** <https://forums.unrealengine.com/t/is-it-possible-to-bake-tesselation-on-a-mesh/464191>\
**Category:** Rendering\
**Tags:** bake, tesselation, unreal-engine, question\
**Created:** [April 24, 2020, 1:27pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-bake-tesselation-on-a-mesh/464191 "2020-04-24T13:27:47Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Red-system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Red-system](https://forums.unrealengine.com/u/Red-system)\
**Post date:** [April 24, 2020, 1:27pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-bake-tesselation-on-a-mesh/464191/1 "2020-04-24T13:27:47Z")

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Hello everyone,

I can’t seem to find the solution on this forum so i’m askin it here.

I have a material to create some clouds with very little nodes but a lot of tesselation  
 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/a/d/fad469c7207500e799ec01adb0c6dac910f04106.gif)

Making a game i’m trying to optimise everything especially polygons so my question i sthis.

**Is it possible to bake a tesselation on a mesh?**

My end goal is to have a sky sphere with this material, possibly making it move with a panner or a world position to induce movement. But it won’t be uselfull if the game lags.

**Also is there any solution to lighten the tesselation process in game?** I have a tesselation LOD material function at hand but I fear it won’t be usefull since the clouds will be far away…

Thank you for reading me, have a great day

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 24, 2020, 1:56pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-bake-tesselation-on-a-mesh/464191/2 "2020-04-24T13:56:56Z")

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I don’t think it would work. Your material there is using world positon, that’s why it looks animated when you move the cloud. If you baked it, the cloud would just be a ‘thing’ and would always look the same.

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**Author:** ![Red-system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Red-system](https://forums.unrealengine.com/u/Red-system)\
**Post date:** [April 24, 2020, 2:19pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-bake-tesselation-on-a-mesh/464191/3 "2020-04-24T14:19:41Z")

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There isn’t any world position node actually. Maybe i’m missing some knowledge to understand what you’re trying to say

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 24, 2020, 2:29pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-bake-tesselation-on-a-mesh/464191/4 "2020-04-24T14:29:36Z")

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VertexNormalWS? Do you have that?

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<div class="post-metadata">

**Author:** ![Red-system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Red-system](https://forums.unrealengine.com/u/Red-system)\
**Post date:** [May 12, 2020, 3:55pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-bake-tesselation-on-a-mesh/464191/5 "2020-05-12T15:55:49Z")

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Yes I do have one in my material

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [May 12, 2020, 5:08pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-bake-tesselation-on-a-mesh/464191/6 "2020-05-12T17:08:10Z")

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If that’s the material I’m thinking it is, it doesn’t use tesselation, it uses world position offset. Do you have stuff plugged into the world displacement pin in the material?
