Trying to add some displacement I ran into a problem. Displaced geometry make a holes at the edges of the geometry. I use the standard method with a displacement map. On spheres it works perfectly, but at more complex meshes, like wall for example, the geometry brokes immediately.
Probably the solution to the problem lies in the use of Geometry Script and Dynamic Mesh, as Paul Mader showed at GDS23.
Can someone help me to understand, how to make something like this? Or how to recreate this effect?
If I understood right, geometry script and dynamic mesh pushes all the vertices on the edges of the mash back to 0 and close all holes, thats why I mentioned it at the first messege as the possible solution.
In other way, maybe there’s an option to add a slight gradient or outline along the edges of the mesh and multiply it on displacement map or subtract it from the map that will give the same result as script? Unfortunately I don’t now how to implement this option.
Unfortunately it’s not working with assets that must have a few smoothing groups, like this wall for example. It will help to hide the holes, but the shading of the rest parts of the model comes broken.
Maybe if this method will be used with Texture Data or assets with one material, it might work, but I’m not sure.
I’m not sure that it can be used in all cases, but in my case a slight gradient actually worked. Actually it even looks pretty natural and modular system wasn’t broken. Thanks to mirrored UV’s and Triplanar projection.
Oh and if we’ll close the holes at the top and the bottom of the mesh with this method, it will make this seam between meshes and broke up a modular system. So thats why gradient isn’t the best solution.
Yeah, you could make MIs which specified which edges to ramp, but not exactly an optimal solution - maybe the easiest and cleanest way would be to have End meshes that match up to the wall ends…