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Displacement/Tesselation


jessewisener
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This is kind of a challenge because you need a certain polygon density to start out with. The teapot model for example has this. A brush, on the other hand, will not. If we can figure out a way to subdivide the surface based on triangle size in screen space, that would solve this problem.

 

The other issue is that since tessellation is a shader effect, and the renderer reverts to a simple shader when drawing in wireframe, it won't show up there. You can get around this by adding this secret line of text to the material file contents:

alwaysuseshader=1

 

The easiest way to see the tessellation effect is to drag the teapot into the scene and then apply the material, and it will be very visible.

 

In other news, I just got permission to include some high-res scans in the engine media that really showcase the effect.

My job is to make tools you love, with the features you want, and performance you can't live without.

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