Help with displacement modifier

So I’ve been trying to use the displacement modifier to try and give this ground mesh asset a more natural-ish look:

The problem though is that when the modifier is applied, the ground asset no longer connects seamlessly to another ground asset.

The modifier needs to be applied because the game engine that I’m eventually planning to import to, Unreal Engine, doesn’t support modifiers.

So how can I give the ground asset a uneven look while simultaneously allowing the asset to connect from one asset to another without any noticeable seams in the geometry?

Blend File:
displacement_help.blend (678.3 KB)

image

Vertex groups can be used to exclude points you dont want to distort.

the mid level can also be useful to adjust the limit of displace too.

Hope that helps.

2 Likes

I think a easy way is using a seamless texture even if it’s procedural. There are a lot of tutorials about it, here just the first I found:

Okay so I tried using vertex groups to try and fix this problem but I haven’t had any luck so far.

I still end up with the parts not being able to align properly and I don’t know what to do now.

So, did you apply the vertex groups in such a way that the edges are not affected by the distotion?

Set the value there to 0 where they join

2 grids with vertex groups set to 0 on the border edges

with modifier, border joins as there is no distortion.

Hope that helps
.

1 Like

I still can’t figure this out. :confounded:

I assigned the edges to a vertex group and in turn assigned the vertex group to the displace modifier but the result I get is a unseemly elevated edge.

I’ve tried adjusting the Midlevel value but to no avail.

I just don’t know what I’m doing and I’m now completely lost as to what I can do now. :pensive:

image

It looks like you’ve done it the wrong way around.

Try hitting invert.

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Unfortunately, it doesn’t help, nothing I try works.

Applying the vertex group for the grass edge to the Displace modifier always results in a screwy looking edge regardless of inverting the vertex group influence or how much I try to change the Midlevel value.

Hi, have you tried using the shader texture materials to add the bump/normal/displacement to the model elected polygon faces.

hm_displacement_help (1).zip (199.2 KB)

Seems to work for me.

Here.

After that, though, Im out helping.

The size of Texture is set too large.