world position offset height and tesselation workaround

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

WPO

It doesn’t work with translucency. I don’t think I’ve ever seen displacement with translucency

mine doesn’t get that even, there’s any thing that you done to get that?

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 :slight_smile: )

Even with displacement, it added geometry for you.