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Tesselation Map vs Height Map


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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?

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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/

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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?

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you might want to experiment with the offset.
i usually bake displacements with turtle - using offset of 0.25 - and then gamma correction of 2,2
if 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 1
power to 0.1
this 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.


 

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