Killer.Penguin Posted March 5, 2014 Share Posted March 5, 2014 I'm trying to understand Tesselation in Unigine. I notice there's two testure slot, namely: Tesselation Map and Height Map. So what's the different between the two? Is Tesselation Map tell the engine where it should split more polys? Should it be black and white? Link to comment
silent Posted March 5, 2014 Share Posted March 5, 2014 Hi, I think you can find difference in this table: https://developer.unigine.com/en/docs/1.0/content/materials/mesh_tessellation_base/#textures In addition, you can check article on how to create tessellation material here: https://developer.unigine.com/en/docs/1.0/tutorials/tessellation/ How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
Killer.Penguin Posted March 5, 2014 Author Share Posted March 5, 2014 Oh cool, I didn't notice the whole material section in your doc. Anyway, we're trying to export them directly from zbrush... height maps should be the same right? Link to comment
philipp.marcks Posted March 5, 2014 Share Posted March 5, 2014 you might want to experiment with the offset.i usually bake displacements with turtle - using offset of 0.25 - and then gamma correction of 2,2if scene in maya is baked in centimeters (not sure if important), in unigine render parameters i use a global scale of 0.01 - then i can set scale within shader to 1power to 0.1this gives good result ensuring vertices that "touch" the highpoly source-mesh will stay in place, what sticks out - is being displaced outwards, and what goes in inwards accordingly.i was not succesful adjusting this "offset" with photoshop - not sure what the offset value in maya-2dTexture nodes would be if translated to photoshop, nor i have tried directly from zbrush, yet.but if your results seem to be a bit "off" - those things should be kept in mind. Link to comment
philipp.marcks Posted March 20, 2014 Share Posted March 20, 2014 but i haven't tried with 8bit yet ^^ will give an update regarding that soon :), since soon i exceed memory limits of titan,.. Link to comment
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