andyrst / ue4_metaballs

Metaballs fx for Unreal Engine 4
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Tessellation : PN triangles #2

Open MeinMein opened 8 years ago

MeinMein commented 8 years ago

Can you set the metaballs material to PN triangles tessellation without artifacts? For me the vertices are all over the place.

andyrst commented 8 years ago

What do you mean "artifacts"? I can set any texture. But if you need some uv mapping like planar / box you need recalculate all uv data.

image

MeinMein commented 8 years ago

Did you try enabling PN triangles tessellation on the material? https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialProperties/1_8/index.html I don't want to spoil the surprise :sunglasses:

andyrst commented 8 years ago

No. i don't play with PN tesselation. Metaballs has "Grid steps" setting for control detail level (like tesselation multilpier).

MeinMein commented 8 years ago

I know, but I am trying to use the tessellation to offload part of the computation to the gpu. As in: generate a low poly mesh and let the gpu smooth it out via PN triangles.

Did it work for you? Or did your triangles also go all over the place?

andyrst commented 8 years ago

MB using procedural mesh generation. I don't do any experements with PN triangles.

MeinMein commented 8 years ago

Ok, sorry to ask, but could you try it on your system? Just pick PN Triangles in the material details tessellation drop-down: https://answers.unrealengine.com/storage/temp/70544-tess01.png

andyrst commented 8 years ago

Flat tesselation working well. Currently i dont know how to fix issue with PN tesselation

MeinMein commented 8 years ago

Thanks, good to know the problem also exists on other systems. I'll see whether I can fix it.

andyrst commented 8 years ago

Thanks. It would be nice if you can fix this issue.