Hello,
I’m trying to acheive scrolling lava with some kind of displacement. I have my tessellated mesh looking good… until the displacement scrolls across it - then I get nasty looking jumping as the verts are jostled up and down by the displacement. A higher resolution tesellation could help, but the video shows it at a value of 1.0, and when I try starting from a higher density mesh, the tessellation behaves very differently. (see image later below)
I can’t seem to use bumpoffset because the UV inputs on the maps are being fed by Panner nodes. However, I consider that a backup and assume in-engine tessellation is technically the correct solution for this anyway. But please correct me if I am wrong and/or if there is in fact a way to get the bumpoffset to work, though - see the graph below.
video of the problem:
the high-density mesh with tessellation shader:
and the graph (sorry it’s blurry):
Tessellation settings: Flat, crackfree (no), adaptive (yes), max disp (1.0)
Any ideas on how to make this work? It sort of looks cool, like bubbling, from a distance… but is a mess up close. It may be obvious what I am doing wrong - i’m still pretty new to this stuff.
Thanks a lot in advance!
d