Yes, I reference the displacement tools from Blueprint with the function “Apply Displace from TextureMap”, taking the ORD with a “Texture 2D”.
generated SMs (static meshes), no. I use GenerateDynamicMesh.
The problem is that in UE5, scrolling is deprecated and I’m looking to do it with BP.
I think I’m going to leave it, the tessellation is too much work (increase in polygons by dividing them, texture application…), it takes a long time to render. (Even if you put a “branch” the slowness it can cause gives a lot of headache.
Also the issue of performance… all this to avoid compromising the figure… with the modeling tools.
Has no sense. I’ll wait to see if UE5 comes up with something on this topic.
On the other hand, the UE5 modeling tool, when you apply displacement and the ORD map with the blue channel, does not do it correctly. I have tried all the combinations and I think
1 - The UE5 modeling tools with the displacement is not correct.
I have watched 100 videos and general users who do tests, the result seems correct to them. I do not think so.
2 - I think it will be better to take a detailed piece because the displacement of the integrated UE tool “is useless”. Well, if you’re making things out of plastic then yes. Otherwise, no.
So I already solved the doubt.
Solution, leave the low poly. That’s a pretty expert answer. A priori it doesn’t seem like it… but think about it.
It’s like the UV maps don’t match the offset. Why? No idea, I didn’t do the textures. So when you apply tessellation to increase the poly and then apply a magnitude to the offset they don’t match the UVs. I’m… exhausted from spending a week or more with this. Good luck to the warrior who faces this and good luck to the mathematician who tries to fix this from the development team is going to need it.