trying to get stuck into a bit of dx 11 tessellation in udk, but i'm getting seams/tears anywhere there is a break in the uvs, this is when i use a height map with either mtm_flattesselation or mtm_pntriangles.
I know epic state in the their docs that you will get tears but is there anyway to fix or minimise them?
cheers.
Replies
First of all, there should be a displacement offset value somewhere, which defines the +- of the mesh.. if you lower that the mesh should compress a bit, and possibly covering the seams.
theres no way to get no tear on UV seams in hardware tesselation.. all you can really do is place your seams wisely.
cheers!