Tessellation not working on flat meshes?

Hi there,
I’m trying to understand how tessellation work: I’ve read many tutorial and documents online about it, and the base process is clear to me; however even if I try a really simple tessellation I figured to have serious limit unless I work with a sphere:

here is a wall I modeled and the tassellation is really wrong (even if it seems try to simulate correctly)

the sphere is perfect

cones and cylinder are almost perfect: they have minor issues about the squares border, which are not perfectly straight

boxes are terrible

this is how I set my material (I made it more parametric I could) with a tiling system and a very simple check-map

How can I make it work better on flat meshes? (I even tried to set the tessellation multiplier to 1000 but it seems to stop working after 10 for sphere/cylinder/cone meshes, and not working at all with wall/boxes)

any hints?

just add more polygons to the boxes, should solve your problem :slight_smile:

Indeed you are right, but I’m feeling confused by the “tessellation multiplier”: shouldn’t he work exactly to add polygons at the mesh, subdividing the existent?

It does subdiv the existent, but since the innitial surface is one big quad, the amount of tesselation would be lower than on that sphere or cylinder, which would mean you need a higher multiplier… which is heavier for the engine.

So its good to try and keep an even amount of quad polygons on your mesh so the tesselation only needs to tesselate… and not also divide large quads before it can really add the heightmap awesomeness :slight_smile:

I swear I tried even with a multiplier of 1000 and check the wireframe meanwhile, but after about 10-20 nothing was moving! xD however thanks mate, I’ll start with way more triangles! :wink:

I have the same question

I guess nothing changed in two years. The answer would still be just add more polygons.

how do you add more polygons/triangles to a static mesh to achieve better tesselation/displacement results?

See the answer.

Add more polygons. (in the 3d authoring program you have; blender, maya, max, modo, houdini, etc)