0
Not a bug

DX11 tessellation bug

andresv125 11 ár síðan updated by Freya Holmér (Developer) 10 ár síðan 12

Not sure is it is really a bug or if I'm doing something wrong. I've tried 2 different ways of making a tessellation shader (both very common in engines like UDK), and both return an invisible or black shader. Like I said, not sure if it's a bur or I'm doing it wrong

Answer

Answer
Not a bug
Closing this due to age and the non-specificness of the issue!

Here's a checklist to get DX11 working:

  • Are you running Windows 7 or later?
  • Do you have a DX11 compatible GPU?
  • Have you enabled DX11 in the project?


If the answer is yes on all of the above, let me know :)

Looks like the DX11 Tessellation node is not compatible with all the other nodes, but just a few. http://i.imgur.com/meVZ5Hg.png

Tessellation only allow single values, not vectors such as Vector2

I'm still too attached to UDK, didn't knew that lol.

Thank you.

-1
But it seems there is still an issue with this.

Odd. Is your object scaled?

Wait, what are you doing with the transform node? Could you take a picture of the node graph?
And yeah, the object is scaled, but it deforms that way anyway.


+1
I have myself ran into a situation like this, and I have solved it. The HeightMap doesn't know hot to behave, and because of this, it acts odd. Try multiplying the texture by a "Normal Dir. Node and it should displace based on the meshes normals. 
In addition, it looks like your tessellation value is too small to get an accurate effect. 
Answer
Not a bug
Closing this due to age and the non-specificness of the issue!