Tessellation only when close to mesh


Is there a way to tell in the material editor that I want tesselation, but only when the camera is close to the mesh? So far objects won’t get tessellated and use less polygons? It’s an optimization.

I guess I will have to use a LOD and use two materials, one tessellated and one not and set for each LOD level.


Google UE4 distance based tessellation.
But keep in mind, fading out tessellation to 0 while reduces the cost, the base cost of having tessellation checked on in the material will remain the same.

You could override the material for certain LODs of the mesh to turn it off. This is generally a good idea because having tesselation enabled at all has some non-trivial performance overhead, so when you don’t need it you want to make sure you are not using it.