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Tessellation issue in Unreal Engine

Posted By Miranda (RL) 6 Years Ago
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Tessellation issue in Unreal Engine

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Miranda (RL)
Miranda (RL)
Posted 6 Years Ago
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Some users reported that Tessellation warped the mesh with errors, the neck and the joint of four limbs look distorted.
This is confirmed to be a known issue on Unreal Engine, and the workaround is masking the distorted parts. 
75% of original size (was 675x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/de367196-9381-4b63-82ec-3714.png

To test out if it works, we updated the auto-setup plugin to automatically mask those areas.
*Only LW Shader & HQ Shader support this function.

We plan to release the plugin next week. You can see the flow and results first!

First of all, you need to select Compute Normals when importing FBX file, or you will see the arms with jagged line as the picture above.
75% of original size (was 675x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/061b557a-6766-43c2-a114-67d7.png

The neck issue seems to be fixed, however, the limb parts aren't. You will require to cover it by clothes.
75% of original size (was 675x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/6a054132-0786-4ad4-8dae-928c.png

Please note that there will be a side effect when choosing Compute Normals, e.g. the abnormal hard surface on arms.
If you don't use tessellation, you can change the Normal Import Method to be Import Normals and Tangents.



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