A brick wall using displacement
As you already know, this chapter is all about exploring some advanced material effects and also some of the material input pins we haven't used so far. Even though we've already covered many interesting new features, we haven't really explored the rest of the options that we get out of a normal material. Certain inputs, like the World Displacement
or the Tessellation Multiplier
, are still unknown to us. And here is where we remedy that by taking a look at those features in Unreal and comparing the new technique to the previous one we've seen, that is, Parallax Occlusion Mapping. These two can be quite similar, so it's also worth exploring the similarities and differences between them—we'll do that by using an almost identical scene to the one we used previously. In essence, World Displacement
is the node that we want to use when we need to displace the triangles of a model according to a given texture. The Tessellation Multiplier
subdivides the original triangles...