I’ve got a material setup that has a scaleable UV so I can put the materials on static meshes that can also be scaled. For example, if I take a UE4’s static mesh cube and place it in the viewport, then scale it, I can slap this material on and scale it as well.
This works well for most of my uses except for World Displacement (tesselation). I really want my material to “pop”. I’m having trouble setting it up though because I can’t get the UVs to work.
If you look at the above, not pictured: if I take my “Append” from Scale Material group → Displacement Texture’s UVs, it gives me an error. “Node Transform Local space is only supported for vertex, compute, or pixel shader”
If I leave the material as-is pictured, I end up seeing the tesselation, but the bumps are as if the texture was not scaled like I have it. It also cripples the edges so there is alpha gaps.
I would like to use my scaleable UV but my understanding is that the displacement is GPU-driven, and only accepts local coordinate spaces since it has no information about the world. Is there an alternative way to do this or an easier method to use my heightmap?