# Tessellation Camera Distance LOD?

**URL:** <https://forums.unrealengine.com/t/tessellation-camera-distance-lod/277242>\
**Category:** Rendering\
**Tags:** unreal-engine, tessellation, question\
**Created:** [March 11, 2014, 5:32am UTC](https://forums.unrealengine.com/t/tessellation-camera-distance-lod/277242 "2014-03-11T05:32:28Z")\
**Posts on this page:** 1\
**Showing post:** 8

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**Author:** ![DaveTheFreak](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DaveTheFreak](https://forums.unrealengine.com/u/DaveTheFreak)\
**Post date:** [April 23, 2014, 10:28am UTC](https://forums.unrealengine.com/t/tessellation-camera-distance-lod/277242/8 "2014-04-23T10:28:25Z")

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Hey there, I was experimenting a lot and did some math and found a great solution to this problem. I even did a Tutorial how to change the tessellation lod of your object based on your distance towards the object:

I hope this helps. The material is driven by 6 parameters -\> 3 for World Displacement and 3 for Tesselation Multiplier. You can set up the base value (maximum depth, maximum iterations) and then the minimum and maximum distance. The minimum distance is the distance from the object, where the set tesselation value (depth or iterations) stays the same. Then from the minimum towards the maximum distance it transitions towards 0.

Greetings,  
Dave

PS: I also just added an unreal engine wiki page:

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>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

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