Tesselation of water surface

Here’s a walkthrough to show what I mean… maybe too simple to really do…

Create a blank BP project, enable water plugin. Duplicate

[/Engine/Plugins]/Water/Materials/WaterSurface/Water_Material_CustomMesh.Water_Material_CustomMesh

move that to project content and make a material instance from it.

Place a “Water Body Custom” at 0/0/0 with scale 10.24/10.24/1

Import a texture like this,

FluidSim_presentation_512.DDS (512.1 KB)

open the material instance and set the “NormalAndHeight” Texture under “Global Texture Paramers” to the texture just imported. Furthermore, set “Fluid Displacement Multiplier” to 10.

(Edit: also set the water’s surface material to the material instance created)

Finally, make+place some actor blueprint with code like:

This appears all relativlely good:

It’s however difficult to say wether the geometry of the water now more matches the texture or it’s thumbnail.

Doubling the scale (in the blueprint actor) makes it look greater, and better for me.

The scale of the water body seems to have some influence on the geometry, it cannot be set to 100 without dropping more detail. That might be my problem. I used scales >100.

The water zone’s tesselation slider doesn’t have any influence on all that.