andyrst/ue4_metaballs

Tessellation : PN triangles

MeinMein opened this issue · 9 comments

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

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

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 😎

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

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?

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

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

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

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

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