View Full Version : Video DirectX 11 Tessellation in the Unreal Engine
12-11-2011, 09:25 PM
I've just recently finished a project in achieving DirectX 11 Tessellation within UDK.. Took a while to investigate how to get it running properly and looking well since not a lot of people have achieved it..
This is the best I can get it looking and I hope you like the video!
Feel free to ask me questions or throw suggestions.
01-08-2012, 05:31 PM
hey, first off that looks realy cool!
then my question:
how did you avoid seems, when i played around a bit i got seems were my texture uv cuts are. the only option i could think of was not putting any tesselation hight differences on those spots but thats a bad work around....
01-09-2012, 05:18 AM
It's a good question - how did you get around seams, or did you just put them in places where they wouldn't cause a problem (not always an effective workaround..)?
01-09-2012, 01:34 PM
does look nice, i would also be interested on how you got it to work eg material settings and the likes .
it would be nice if you could make a list of the problems you had and how you fixed them
01-14-2012, 11:49 PM
Okay so for seam issues. In later versions of UDK they introduced an option under DX11 in the material editor to weld UV seams in which the displacement map was destroying.
Thanks geodave for the interest :) in response, I will get some screenshots up very soon but it's pretty much the standard shader setup from the UDN.
The kinds of problems I had to overcome where mainly in the displacement map which was originally baked using xNormals. Great tool may I add!
So the displacement map was very noisy and of high frequency, it was also causing a lot of the geometry to crunch so once the bake was done I had to manually paint light and dark values on the map and keep testing by reimporting into udk. For high frequency errors I simply used the blur tool in photoshop.
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