This is my material setup and the result. Why my mesh looks like that? Im using quixel provided lod0 mesh and 4k textures…
Hello Triplexx,
If you open that log in the static mesh viewer and visualize vertex normals (Click “Normals”) are the vertex normals all facing the same direction?
Check displacement options in material properties (Details tab under preview). There you will find something like “Cracks free displacement”. And disable adaptive tesselation.
But result is different, right?
A bit. But i checked out a lot of videos on youtube and trying to solve it but, they dont get results like this. Their mesh is not breaking into parts…
So anyone? Help
Try this instead:
Already tried that, unfortunately the result is the same.