Hello, been trying to figure out some issues I'm having with Mixer/Unity and was wondering if anyone else ran into it or if they know of a fix/solution.
The main issue I'm having is that the displacement(Height) map doesn't appear to do anything when I put it onto the shader in Unity.
Take a look at this video to see what my issue is. (this is using the "metalness" default PBR material, probe placed, and skydome loaded from substance painter).
So the material mostly looks correct minus the height, it appears to be an issue with the tessellation (or lack there of). Found another shader on-line that allows tessellation (Direct X11 shader), yet it doesn't display the material correctly,
nor does it do anywhere close to the job mixer does in terms of the displacement. (they just using crazy density in mixer?)
So what do you guys think? I could create a low poly mesh for the displacement and apply the material to that I guess....but was wanting to try and figure this out.
Thanks for taking a look.
Replies
Also what is mixer?
Just my personal opinion here, what you're trying to do isn't practical in an actual game engine. Sure you can crank the tessellation crazy high for a portfolio render, but this isn't how this type of asset would be constructed for use in game. Typically, you would model something like this out with standard polygon modeling techniques, as it will be much more efficient to render.
So distant terrain, one PBR material and a distant poly mesh around 4-5000 tris. Doesn't seem unreasonable.