In project i’m working on I need some dynamic terrain.
I whipped up some code for fully procedural terrain but I’ve hit a bit of a problem.
Once I pop a tessellated material on my terrain mesh I get some funky results.
I don’t know much about tessellation but you might want to describe your problem in more detail. It’s not immediately obvious what’s wrong, at least to me.
I have created a procedural mesh, the terrain, and added a sand material. Inside the sand material I tessellate the terrain and that’s what’s creating those weird lines and shader bugs that you see on the screenshot. It is supposed to be plain sand texture.
what are you using for coordinates? are you using worldcoords or landscape coords? Perhaps some additional work is needed to make landscape coords work with it and worldcoords willwork?
Hello Ryan, thanks for answering, I am using a coordinate list from an OBJ that i created in max and i’m parsing it and passing it to a grid mesh component:
Funny thing, I actually found the same problem just a couple days ago when trying to use tessellation on CustomMeshComponent mesh. So +1 to interest. I was suspecting that the reason for it is because vertices are not reused in the generated mesh, but didn’t get to actually check it out.