tesselation material from ue 4.7 goes blank in 4.8 and 4.8.1

hi guys,
i have the problem that all my tesselated materials from ue4.7 are not visible in 4.8 and 4.8.1.
in the material editor i can see them in all their glory, but in the editor itself they are just the normal grey-checkered material.
in 4.7. there was no problem with these materials.
what has changed to 4.8/4.8.1 and how do i get them back working properly ?

thx
stucki

push it again …

Hi Eric,
thx for getting back to me !
here are two screens.

  • material setup

  • and the material set on the brige walls.

as you can see in the mat-editor the mat-preview is shown right, but in the main render window the material looks like unassigned.

i read in the forum that changing the new max displacement settings could help.
i tried that already and didnt get any positive result. Maybe i tried the wrong numbers …

Hi stucki -

Chances are it is the new Max Displacement Settings in the Material which need to be set. If you could post your Material Setup and a screenshot of what your experiencing and I can help you get the Material working again.

Thank You

Eric Ketchum

Hi -

Ah, this is not the issue I thought it was. Try looking at your usage flags in the material and make sure that Used with Static lighting is checked true, if not save it and then See if the Material applies?

If that does not work, can you let me know how the bridge is placed in your level? Is it a placed Static Mesh or is it in a blueprint?

Thank You

Eric Ketchum

Hi again, and thx for helping again !
sadly, use static lighting is checked true.
but to my suprise, if i add a ue4 sphere object to the scene and apply the tesselated material to it, it works !
so there seems to be a problem the material is applied to the mesh, because in ue4.7 everything worked without any flaw.

the bridge is part of a static mesh, i exported from 3dsmax via fbx.
here is the file, if that helps …
http://www.schach-welten.de/BAUERNHOF_AUSSEN.zip

i had scaling wrong in 3dsmax, so i had to use a scale-factor of 0,01 in ue4.
but this couldnt be the problem, because in other scenes i had scaling right and the material doesnt work there ,too …

hope you can make something out of this

kind regards stucki

Hi stucki -

I tested your fbx you linked above and was able to create a 4.7.6 project, import the asset assign a tessellated material to Element 6 (the Bridge) and open a version in 4.8.1 and did not have any problems opening the project. Can you look into the following and let me know:

Check to make sure that you Engine Scalability is set to EPIC
Check to make sure that the Shader Preview Level is set to Shader Model 5
If you have 40 different materials assigned to your Asset, try assigning , temporarily one material to everything but Element 6 and then exporting it to 4.8.1 and see if the Tessellated Material comes in correctly.

My suspicions are that the object has too many elements for the conversion process to account for. If the third option above works for you, then let me know and I can reproduce it here and enter a bug report. In the meantime as well, I would think abut breaking up the asset into smaller pieces with less elements.

Thank You

Eric Ketchum

Hi Erik,
you got it nailed ! thx a lot for pointing me to it !
if i import the problematic mesh alone into ue4 via fbx the applied tessealtion is working, while imported as a whole big mesh the applied tesselation isnt working.
attached is a screen of them both in the same scene

hopefully you guys can get it working again, cause in 4.7 it worked without problem.
so i dont have to rework all my levels for this project :wink:
thx again for helping.

Hey -

So I ran a quick test again this time with 40 different materials and the tessellation material assigned to the mesh and still did not have an issue when converting.

That being said as a general practice, a mesh that large is going to have some performance issues, as one mesh, the engine cannot occlude correctly as you are always looking at that one mesh so things cannot cull themselves in and out based on camera frustum - a piece is always in the camera. As a general rule, I would suggest breaking up your mesh into pieces that are then placed in your world.

If you are worried about exact placement of items based on a modeled scene. You can reset the pivot of your meshes in the modeling program to rest on 0,0,0 for everything and then when placing in the UE4 level, place all the meshes at 0,0,0 in UE4 and the image will remain the same.

Here is a link to some documentation on the performance guidelines:

Thank You

Eric Ketchum

thats weird…
i now am working with 4.8.1 and even when i import a mesh with 5 materials direkt from 3dsmax (not from 4.7) i cant apply tesselation to it. material goes blank in the render window.
i have to export every material i want to apply tesselation to as a single mesh with only one material, than it works like it should.

thx for giving me info and tips about performance. that is really something i will consider in the future.
but it stays that for me there must have been something changed from 4.7 to 4.8. before the update i had no problem at all with teselation…

Hey stucki -

a thought, what version of Max are you using and what type of FBX version are you using to import the assets. Finally if possible can you upload a screenshot of your import and export settings?

Thanks -

Eric Ketchum

its the new version of 3dsmax 2016.
i am using fbx export 2014/2015, with fbx export 2016 i got a crash while importing to ue4 and got back to fbx 2014/2015
here are export settings:

and here the import settings in ue 4.8.1

i thought over the problem again …
it cant be related to 3dsmax 2016.
first thing i remember the issue is opening the 4.7 files in 4.8 and the tesselated materials were gone, even though i didnt change anything at the models or the max version. it must be definitely a change in the engine doing this strange behaviour for me.
as said, i didnt get this problem at any stage before 4.8

kind regards
stucki

Hi stucki -

I have been going back over our conversation and might have found one issue. The FBX which you shared as the bridge walls and the Mill Walls on the same Material ID, is this correct?

Let me know -

Eric Ketchum

yes they have the same material and the same material id in max.
but every material in max has the same material id unless i explicitly change it.

But why should that make the problem now, when the same model in ue.4.7 was working without flaws.
thx again for helping me with this !

by the way i run into another problem for me.
yesterday arrived my new 4k monitor and its really a lot of fun to work with it :wink:
only thing is working in fullscreen on it with the editor makes things a little to slow for me. 14 fps…
so i went to engine settings and reduced the screen percentage to 50, but that didnt affect the editor viewport at all … the percentage slider isnt working at all for me. no affect hence which number i try…

any ideas ?

Hi sticki -

First, I’ve asked a colleague who works with a 4K Monitor to look into that issue and as soon as I hear back from them I will let you know.

Second, nothing should have changed between 4.7 and 4.8 which would have altered your tessellation material. So, let me take a step back and ask a few basic questions again to make sure I am attempting to reproduce this issue correctly on my end.

You said that the original mesh in 4.7.6 imported without issue. When you imported it into 4.7.6 did you import materials created in Max into the project? Also I assume you combined meshes on initial import, let me know if that is not the case.

When you moved to 4.8.0 (or 4.8.1), do you open a copy of the project with the assets already created in 4.7.6 or did you create a new project and migrate the assets over, or did you create a new project and copy and paste the assets via windows explorer? If you did not just open a copy of the project, did you try to Fix Redirectors by right clicking the Content Folder and “Fix Redirectors”?

Let me know about these questions -

Eric Ketchum

thx for going further with this !

sorry to be that persistant with it :wink:
i took the time to do 2 new projects, with this model to check it again.
first i created a new! 4.7.6 first person template project.
i imported the fbx file from max 2016
i apllied the tesselated material to the bridge and everything worked fine !

than i created a new! 4.8.1 first person templete project
i imported the fbx file from max 2016
i apllied the tesselated material to the bridge and the material went blank!

so there must be a difference between the two versions and how it is handled.
her is the link to the fbx file:
http://www.schach-welten.de/TORHAUS.zip

and attached is the material setup

so you should be able to get the problem on your computer, too
otherwise i will just go mad about it :wink:

to the 4k monitor.
this should be no problem with the monitor,
the resolution scale slider under the settings/engine scalability settings is just doing nothing at all if i change the slider value.
i can manualy set the screen resolution to 50, but this only works when the level is played/simulated.
i need the 50% resolution in the editor viewport.

kind regards
stucki

Hi stucki -

Okay so after a lot more testing I was able to reproduce the issue fairly consistently. The direct fbx import of the asset into 4.8 was where I was incorrect in replicating the issue. I was updating the entire 4.7.6 project to 4.8.1 which keeps the ability of the mesh to accept tessellated material, doing a direct import does not.

I continued testing trying to recreate a mesh which causes the same issue and ran into a wall as I am uncertain of exactly what happened that would cause the issue. The downside is I do not have 2016 to really test with but Max 2015.

BUT, good news I tested your assets in the Main branch and the issue seems to have been resolved which means that a fix for your issue will be forth coming.

Thank You -

Eric Ketchum

thx for keeping this up, and really glad to have this error resolved sometime soon !!
any news about the not working scale slider issue ?

kind regards
stucki

Hi -

There is in fact a bug with the Resolution Slider currently. In order to get it to work you will need to set the variable r.ScreenPercentage.Editor to a value between 1 and 100 which represents the lowest you want to go. Then you can use the slider as expected. I have entered a bug report for this issue.

Thank you

Eric Ketchum