Landscape Displacement - Building Worlds In Unreal - Episode 6
Today we cover the topic of landscape tessellation and displacement in Unreal - to add some amazing looking detail to our landscape surface. Even though our landscape is using nice normal maps, it still looks pretty flat. In order to fix this, we turn on tessellation and create a mask that limits the tessellation to the area close to the player. Then we use the height maps from our material layers to push our tessellated vertices up or down to match the detail in the materials. The result is a stunning amount of landscape detail around the player.
Here’s the previous episode on fixing tiling artifacts on landscapes:
And here’s the playlist for the whole series:
Here is the Landscape Displacement Function we created in this episode:
(To download these assets, please right-click on the link and choose “save link as...“, then select a location for the file. If Chrome tells you it can’s download the file
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