Hi! I’ve been playing around a lot just to figure things out in unreal engine. I am currently having difficulties on correcting Nanite displacement from material displacements to show up correctly on models imported from 3Ds Max specifically on the corners of objects.. The geometries just keep breaking apart and wouldn’t stick togetherI have tried everything from chamfers/bevel to smoothing groups but nothing works. Do you guys have any workarounds to this? I would greatly appreciate the help.
These examples are random materials that I tested from Quixel Bridge/Fab.
Currently, the only temporary fixes I came to try and worked (still not good on closeups) is duplicating the mesh in the content browser and putting them on top of each other, while the other has tesselation, the other does not. Example:
I use 3Ds Max as a DCC.
Any kind of help is appreciated.