Now this setup itself seems to work fine, as long as it is inside the material and gets applied after the Material blends. However, if I want to add it inside the Material Function that is also controlling every other Material attribute that is getting blended, it does only show up in the preview of the Material correctly, but it does not show up in game whatsoever.
Ok thanks, I’ve found this tutorial on how to do Landscape Tessellation:
I’ll post a quick image from the post so you don’t have to scrounge the full tutorial,
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However, use caution. PN triangles Tessellation sometimes causes cracks.
The other alternative is using Parallax Occlusion Mapping (POM). You can find examples of this Inside UE4 Content examples.
Oh ok, And your material is looking quite nice! There is a nice tutorial by Lariet that is very similar to what you want to do, it tessellates snow on a rock to only the z axis. . I’ll be honest I don’t know if this is going to help you, but hey I try.
Thanks for the suggestion, but I don’t think my method is generally flawed (I found it somewhere in the answerhub as well^^), but instead I have an issue on how to get it to work with blended layers. Getting it to work by injecting it on the whole landscape does work, but if I want to add the method into my material function that I use to distinguish between cliffs and grass, the tesselation and displacement completely vanish!
Here is what I see when I “inject” my tesselation method into the landscape material after the blending:
Fade distance on tesselation and displacement seems to work fine!
Also I can see the displacement all over the landscape, so it does work:
The rocks on the cliff are bumpy, which is awesome, but so is the grass, which is not so awesome. I only want the rocks to be bumpy and the grass to be flat.
This is how I “inject” this method, which is only for demonstration and it does not allow for blended materials. I need to know what I have to change in order to make this method work with blended materials (cliff = bumpy, grass = flat):