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Under review
Tessellation with the new "Keep quads" option.
Can you make the tessellation node compatible with the new "keep quads" option that Unity 5 have?
This way we can have more controll and better tessellation results.
This way we can have more controll and better tessellation results.
Answer
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Answer
Under review
Freya Holmér (Developer) 10 years ago
That's an import setting on the mesh, so, it should already be supported, no?
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Answer
Under review
That's an import setting on the mesh, so, it should already be supported, no?
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I did my tests and its not working correctly.
I think that you have to modify something in the code to enable quad tesselllation cause with the default tessellation you are using a factor from 3 vertex points (triangle).
If you test it with a quad mesh imported with the "keep quads" import option enabled, you will see that the tessellation factor is only using half of the quad (triangle):
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Maybe im doing something worng, Can you test it?
I think that you have to modify something in the code to enable quad tesselllation cause with the default tessellation you are using a factor from 3 vertex points (triangle).
If you test it with a quad mesh imported with the "keep quads" import option enabled, you will see that the tessellation factor is only using half of the quad (triangle):

Maybe im doing something worng, Can you test it?
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