Asteroid Heightmaps in UE4 The task for this week was to make asteroids more interesting by having their meshes not be plain old cubes. The original plan was to basically copy the terrain generation system from the terrestrial planets, but instead I tried challenging myself by creating a world displacement material instead. Method of Terrain: Starting out this feature I intended to copy, essentially line for line, the terrain generation process of terrestrial planets. This wouldn't have been terribly difficult but would defiantly have been very boring, so I looked for an alternative. I knew from messing around in the editor that you can offset vertices of a mesh through a material, so googling that led me to a video which explained all the ways you can fake depth through a material. This video also introduced me to tessellation which adds more vertices to the mesh during the vertex shading stage of a shader (...
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