I’ve had the same problem, and this is your problem. What you’re trying to do is tesselate an object that only has one face. What you need to do is go into an external program and tesselate the object, then import it into the game. If you were tesselating a floor, you could just import a plane which is already tesselated. Tesselation needs a readily tesselated object to displace, what’s the point of trying to displace vertices that aren’t even there, wouldn’t work right? That’s what’s happening there. I would recommend 3DS Max, if you are a student you can get it for free, if you can’t, have look and see if you can Blender to tesselate, however, I don’t believe you can in Blender, but there might be a workaround. Good luck!
P.S Enable crack free tesselation, makes some artifacts in tesselation dissapear
As you are probably aware of, tesselation works on triangle level of the base mesh. You can only subdivide as much as your base mesh allows you for. In simple terms: The more triangles the base mesh, the better it will subdivide. This is of course a slippery slope as sooner rather than later you’ll experience significant performance hits (can remedy those a good deal by implementing distance based tesselation though). Also note the soft cap on the tesselation multiplier by default. You can adjust this by going into \Unreal Engine\4.x\Engine\Shaders\Tessellation.usf and/or \Unreal Engine\4.x\Engine\Shaders\PNTriangles.usf and adjust ‘MaxTessFactor’ (default is 8).
I may be able to tessellate a mesh before importing in engine to make tessellation work better, but as I have posted in the OP I get the same result on landscape too. What about that?
Landscape has a setting to increase tesselation amount. The higher the tesselation amount on a material, the higher the tesselation on said landscape will have to be
Thank you Chariots.
I was curious about Koola’s last scene and the tessellation he did on the landscape so I just started to see how it goes but seeing it too hard to get it right… Bump offset is not my favorite either. I might just dig up for a good POM solution. Know of any?
Thank you for the think. I will look into that.
About RyanB’s node, I see lots of code on that page and I don’t know what to do with them. I imagine I’m asking a very basic question. Reason being everything was already done for me in cryengine shader wise so I have zero knowledge of working with these codes or generally what should I do for the POM that’s on page 5.