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[Project File] Ocean Water Tessellation Tutorial in UE5 | LOD Tessellation Updated

This post contains a link to the project file for download.

In this tutorial, I'll show you how to extract the tessellation algorithm from the Unreal Engine water system and apply it to optimize your ocean water plane or custom generated terrain. In this tutorial, we will add additional features, such as moving the quadtree mesh to any location, saving the mesh actor, updating and rendering the mesh in the editor, moving the mesh in the editor, selecting the mesh, applying a far mesh with the location, and adding a default material if none is assigned.

Youtube Tutorial: https://youtu.be/3uwp7dVe-rk

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UE5.3 Tessellation 2 Plugin: https://drive.google.com/file/d/10jLL3qDnxT-cqHVcTbRXeniiADnuBPGJ/view?usp=drive_link

UE5.3 Project File: https://drive.google.com/file/d/1-MUOhmVHQBwW2wC3xzZvBV6r6veRS3lD/view?usp=drive_link

[Project File] Ocean Water Tessellation Tutorial in UE5 | LOD Tessellation Updated

Comments

Can you provide more details about your goal?

Sengchor Taing

is it possible to apply in niagara?any idea?

Jie L

Okay, I’ll test that. Thanks for the tip!

Kevin Ge


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