Hey,
I have followed Ratsgames tutorials (reference: UE4 Landscape Material Tutorial Pt1 - YouTube) on setting up a slopebased automaterial and that’s all good and done for now. I now want to add variety to the landscape by tessellating my rock and erosion layers. My terrain is 20x20km, with tiles that have 1009 resolution, 63x63 quads in 2x2 sections, 8x8 components (64 components). I’ve read quite a bit on tessellation and landscapes, but I’m just unable to make it look as good as AAA games and would love some assistance on my issue:
My material uses material functions. I’ve also set up distance blending tessellation by following this tutorial: Landscape Material Tutorial - Adding Tessellation (Unreal Engine 4) - YouTube, but I’m having trouble isolating the effects to the rock and erosion material functions; I want different height results to affect the cliff than the erosion.
Here’s the tessellation setup in my master material. I tried setting up the tessellation in the material functions alone, but that yielded a result that simply showed the tessellation of the landscape, but no movement in geometry.
I masked the (B) value from my Slopemask and pulled that into the texture texture sample of my height texture. I’m not exactly sure as to what value I should pull from the height texture, as some gives errors etc. Is it using the correct value (blue channel)?
Working tessellation on my cliff layer.
The grass is being tessellated, which is not what I want. I do intend to tessellate the grass and erosion at some point, but I need it to have a different height information than the cliff layer. How should I go about doing this?
I’m also getting some cracks; when I enable crack free displacement the tessellation simply doesn’t show; although when it’s disabled I get some nasty cracks. The tessellation in the picture below is pumped up just to demonstrate how the tessellation affects all my layers and also the cracking. Any suggestions?
Summary: I want to use distance based tessellation for my material functions used for my auto-master material. I’ll need different height information for each layer, which is why I can’t use the master material, as far as I’ve tested. Looking forward to getting this fixed and moving onward to forests, rocks, etc. Tired of looking at the ground haha.
Regards,
Simen



