I tried enabling tessellation for my landscape with displacement that goes both up and down.
However it looks like the terrain is wrongly shadowed with this. Even when I let the displacement only go up there some black spots on the landscape.!
Using dynamic light source.
No, it’s not my material that is causing it. At least not any nodes I added. Even with some constants plugged in the issue remains.
Also, crack free is only for meshes. Not for landscape.
Ok. It’s hard to tell without seeing the whole thing. And I don’t want to see the whole thing
I’d try ( for now ) simplifying this whole area. Make the tessellation just a constant ( maybe 5 ) and use single channel from a texture as the displacement.
If you don’t see the problem, then it’s something else you’re doing in the material.
No offense, but how long do you think you would have fiddled with the material, without me getting you to the point of realising it wasn’t the material?
Thanks! This is the best explanation I have seen so far.
This is probably also related to the reason why I am having so much troubles with procedural foliage and raytracing shadows too.
I wonder though, is this a UE4 limitation right? I mean, all modern rendering softwares can have negative displacement and raytracing together. Arnold, mantra, redshift, even mental ray.
Isn’t this something the Unreal Engine team should try to fix?
Late answer, but googling led me here, and I figured it may lead others here too.
Your tessellation is moving the final location that the pixels of the terrain land, in world space, up and down. But raytracing doesn’t do tessellation. It just uses the original shapes.
So when we try to cast a ray from one of those shifted pixel locations, if it went down into the ground from where the mesh was, it will immediately hit the mesh, and “self-shadow”. No light can get past the ground mesh to the shifted ground pixel.
There’s a variable, “r.RayTracing.NormalBias” (default 0.1) that some people have used to hack around this. NormalBias is saying “for all raytracing casts, shift upwards along the normal by this amount”. So you can make all of the rays start higher up from where the tessellation pushed the ground down. But it changes the way all rays are cast, so keep an eye out for whether it adds other artifacts elsewhere in the scene.