Tessellation Problems

Hello everyone. I’ve been trying to get my terrain to tessellate and I’ve not been having a lot of luck.

I downloaded a free substance and created a material, then I plugged it into my terrain. The terrain does not tessellation properly - in fact, raising the tessellation amount to a very high amount such as 100 just raises the squares of terrain slightly to varying heights.
I’m at a complete loss as to why this is happening. All I want is my terrain to tessellate into mud and rocks.

I should add that I have only a basic idea what I am doing. I don’t know why I’m multiplying constant values and I don’t know what the VertextNormalWS node is for.

95104-picture2.png

Thank you for any help.

Use LandscapeLayerCoords instead of the normal TexCoord for landscape UVs.

Might fix it. Tessellation on landscapes are a bad idea to begin with though, you may want to just put actual rock meshes down.

Thanks so much for the quick reply. What you suggested made an immediate difference, though it did raise another problem. The height-map is working and tessellating, but at a different scale to the rest of the maps.

“Tessellation on landscapes are a bad idea to begin with though” I know, but this is sort of for a static display - the camera is not going to move from the soldier in the middle, and I’m going to implement an LOD system so that the tessellation only occurs near to the camera.

Strange, it should be going at the same scale. What’s your current material setup for it?

And unfortunately it’ll only go so far by using LODs for it. There’s a reason so many people are posting about Landscape Tessellation Issue - Rendering - Unreal Engine Forums
Even without any actual tessellation happening, there’s a huge overhead for it that shouldn’t be happening. They’re going to try and get it fixed in 4.13 though.

I’ve found another question thread addressing this, and they’ve solved the issue. Apparently, the heightmap is now being applied across the entire terrain instead of in tiled sections. It also says that both the node I have been using and the node you suggested are wrong; I should be using “WorldPosition-xy” for the UV input. Running some experiments now. Again, thanks for your help, and I’ll keep posting.

Success! This is what I have now:

Now I suppose the rest is applying the LOD filter to stop my computer from exploding and adjusting the tessellation multiplier to get the desired results.