Is that how nanite tessellation is supposed to look??

Kind of a newbie question I’m trying to follow tutorials on nanite tessellation but whenever I use this ground gravel texture from quixel megascans I get these weird spikes and it’s becoming noticeable up close, Is this how it is supposed to look? or am missing something, I tried using 8k res but the same weird effect is still happening.

I’m using UE 5.4.1, win10, RTX 3060, and Ryzen 5 3400g.

I wrote in the defaultengine.ini

r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1

And in the cmd in unreal

r.Nanite.AllowTessellation 1
r.Nanite.Tessellation 1

Thank you for your time and have a nice day

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I see. In a sense, the way it’s supposed to look is really down to how you set up the material. Depending on how you set the bounds, displacement center, and magnitude, you could get those strange spikes, or you could probably get a more appropriate look. Part of it is also down to the original signal- if the displacement map itself has those spikes encoded, then it’s simply expressing that data as it is.

Have you tried out different displacement textures and seeing if they all look similar in artifacting?

yes, I used couple other textures one thing I noticed with textures that have noticeable height difference like cliff materials this effect is nearly unnoticeable, bit with materials that are kinda flatter like this one and brick materials this always happen.
as for the material Im no shader expert first time I experienced this I was using William faucher’s master material “easymapper”, but all the results I saw in his videos and other people were really clean and nice, I tried to make a simple shader to see if this problem will persist in a new project in the latest version of unreal 5.4.1 I, this weird effect is still there.


That is the latest shader I used with the previous screenshot, is there something Im missing here or do I just need to tweak the values u mentioned to get rid of these spikes?

Same for me, both in 5.3 and 5.4.1. Any clues ?

Try changing the compression setting of your ORD texture from Masks to VectorDisplacementmap:

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Do not use any form of scaling multiplier on the displacement input pin. It has to remain in the 0-1 range. If you want to adjust the effect, you have to do it on a per material basis(unfortunately) within the material properties panel where you set the displacement magnitude there. That 0-1 range gets mapped to whatever you set in the material properties panel.

Also, try make sure you use the full range of the displacement map in the texture(normalize it) because the cost of the effect scales with the displacement magnitude amount for the material. So if you had a poorly scaled displacement mask where most of it is like <0.5 and not taking up the full 0-1 range, then you might have the urge to raise the magnitude in the material properties. Don’t do that because it is increasing the overhead cost of it all(it messes with culling).

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Thank you so much, it looks so much better now.

here is a screenshot for the material after the solution mentioned above for any guys who faces the same problem in the future.

Thank you I will try that, its true I tend to multiply the height of any texture I use because they always look flat.

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