I may be doing something I shouldn’t be doing here, but I thought I’d let you guys know.
I’ve made a material with a tessellating vertex paint. I’ve enabled crack free displacement but I still get seams. Thing is I only get seams where the vertex paint is not 100% or 0%, so it seems to just not work with vertex paints.
Can you provide a screenshot of your material setup specifically your tessellation and displacement settings? Also a wireframe close up of one of the cracks would also help?
After toying around with it for a bit, It seems its vertex painting the tessellation multiplier that causes the seams. I put a constant into tessellation multiplier and the seams disappeared, even while painting on more rocks. But that kinda looses the point for me, The real power of this would be to paint added geometry around areas easily accessible to the character.
This is expected behavior for the Tessellation multipler. If you are using vertex color then you are essentially telling a small portion to tessellate at a different amount than its surrounding geometry which will lead to seams because you are breaking the edge loops. In short, you are generating N-Gons which the engine doesn’t know or want to know how to render.
Your use of the vertex color to determine height of the displacement should in fact work correctly through. You will have to balance at the beginning how much tessellation will be needed to achieve your outlying effects versus your performance hit and use that amount as a constant Multiplier.
This is what I saw in my experience; the seams only came in when I used the VP on the Tess Mult. It stays clean (no seams) with a constant in the multiplier. But the idea was to be able to paint additional detail around the base of a mountain or large rock; areas a player can get close to; and keep low geometry up high where you can’t reach,
Like I said at the beginning of the post, I may be doing something I shouldn’t. If vertex painting tessellation multiplier is out of the question then I’ll find another way, but I thought it would be a handy trick if possible.
I would think that if distance based tessellation were possible without creating N-Gons this could be done in a similar way, but if that’s not in your pipeline of possibilities I’ll take it out of mine.
You Tessellation should automatically do this based on camera distance. It is built into the system automatically. So assuming that top of your mountain is far away your tessellation will be less on the higher position than it would be immediately in front of your character.
You can see this in the wireframe of the editor by pulling backwards and watching the tessellation collapse.