Tesselation needs to come back, desperately

For me, it’s not just about adding detail so much as dynamically doing so, melding/merging meshes, using WPO, Displacement, etc as critter-skin for cool effects like a busting pustule, etc.

Having direct, math’d/texture driven control over the surface of a mesh(es) allows much to be moved to the GPU and a lot more flexibility as it can be done within materials.

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