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  5. Displacement

Displacement

How it Looks within the M3BP Details Panel




What Each Setting Does Visually





Setting Definitions


Foot Hills


  • Foothill Displacement Position (Leveling):
  • Allows for the lowering and raising of the overall displacement effect, is useful for lessening feet going through larger displaced geometry.
  • Foothill Displacement Intensity:
  • Controls the amount that the foothills are displaced, when tessellated. (Epic settings on performance preferences are the only presets that use tessellation).
  • Foothill Displacement Contrast:
  • Stretches the displacement effect further, lowering the lowest point of the displacement and raising the highest point. (Can be used to give greater definition to displaced textures).
    Beaches


  • Beach Displacement Position (Leveling):
  • Allows for the lowering and raising of the overall displacement effect, is useful for lessening feet going through larger displaced geometry.
  • Beach Displacement Intensity:
  • Controls the amount that the Beaches are displaced, when tessellated. (Epic settings on performance preferences are the only presets that use tessellation).
  • Beach Displacement Contrast:
  • Stretches the displacement effect further, lowering the lowest point of the displacement and raising the highest point. (Can be used to give greater definition to displaced textures).
    Cliffs


  • Cliffs Displacement Position (Leveling):
  • Allows for the lowering and raising of the overall displacement effect, is useful for lessening feet going through larger displaced geometry.
  • Cliffs Displacement Intensity:
  • Controls the amount that the Cliffs are displaced, when tessellated. (Epic settings on performance preferences are the only presets that use tessellation).
  • Cliffs Displacement Contrast:
  • Stretches the displacement effect further, lowering the lowest point of the displacement and raising the highest point. (Can be used to give greater definition to displaced textures).
    Flat Lands


    Bottom Layer


  • Displacement Position (Leveling) (Bottom Layer):
  • Allows for the lowering and raising of the overall displacement effect, is useful for lessening feet going through larger displaced geometry.
  • Displacement Intensity (Bottom Layer):
  • Controls the amount that the Bottom Layer of the Flat Lands is displaced, when tessellated. (Epic settings on performance preferences are the only presets that use tessellation).
  • Displacement Contrast (Bottom Layer):
  • Stretches the displacement effect further, lowering the lowest point of the displacement and raising the highest point. (Can be used to give greater definition to displaced textures).
    Top Layer


  • Displacement Position (Leveling) (Top Layer):
  • Allows for the lowering and raising of the overall displacement effect, is useful for lessening feet going through larger displaced geometry.
  • Displacement Intensity (Top Layer):
  • Controls the amount that the Top Layer of the Flat Lands is displaced, when tessellated. (Epic settings on performance preferences are the only presets that use tessellation).
  • Displacement Contrast (Top Layer):
  • Stretches the displacement effect further, lowering the lowest point of the displacement and raising the highest point. (Can be used to give greater definition to displaced textures).
    General Settings


  • Disp Fadeout Max Distance:
  • The distance at which all displacement, pushing and pulling on the landscape’s geometry is disabled (useful for fixing “seam cracking/light bleed-through” in the distance, where the geometry of the terrain is less).
  • Disp Fadeout Blend Contrast:
  • Used in combination with “Disp Fadeout Max Distance” to control how smooth the transition is between displaced/non-displaced terrain geometry.
    Tessellation


  • Tessellation Amount (0-25):
  • The amount that extra geometry is added to the landscape near the player in order to better define displacement. (Adds extra detail to geometry that is then defined by the displacement textures for each layer)
  • Tessellation Fadeout Distance:
  • The distance at which this extra geometry effect (Tessellation) fades out and returns to the regular number of polygons designated for the terrain.

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