if possible, could someone give me an insight on how to make this work correctly? I made a texture with grey (0) and a white 1, black -1 height (that’s the idea), but for some reason, it doesn’t work, I would be very grateful for any help (a secondary question, as the tesselation is removed in unreal 5, for the nanite, but nanite doesn’t support non-opaque objects, there’s a workaround for this? thanks)
It’s a little hard to tell what it’s supposed to be doing, actually.
Would it be better if both textures were the same?
What does it do to a mesh?
Even with WPO, you still need plenty of geometry in the mesh.
I want to make one line goes up and the next one goes down
color map
I want to make the white to goes up and the black to goes down, while the grey to not change the surface.
The “alpha map”
I don’t know if the tesselation function that the engine had would solve this geometry problem, I saw people in the forum saying to use nanite in place of this function, but later on, I wanted to have transparency, but it doesn’t work with non-opaque objects…
Thanks.
So I just did
On a high poly plane
It doesn’t work with translucency. I don’t think I’ve ever seen displacement with translucency
It’s a very high poly mesh. I think ( not at the machine rn ), I made the plane 128x128 verts.
there’s any workaround to get this effect without increasing geometry? (no need to rush, take your time)
Nope ( no time taken )
Even with displacement, it added geometry for you.