Shader Displacement

Hi,
I’m using the nanite tessellation option in UE5.3 (the displacement output) in a world aligned textures, and I get an issue when using a mesh that has depth (shown in the picture). Anyone knows how to get over that issue?

Does the mesh have enough polys?

It’s working with nanites, but I think the base mesh has enough polygons.

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This is happening because there is a UV seam placed there. The part of the left and the part on the right are displacing separately across that seam, which is why a gap appears.

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image

:slight_smile:

Hmm missed this :+1:

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