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DISPLACER

A SIMPLE UE5 BLUEPRINT FOR DISPLACING GEOMERTRY NON DESTRUCTIVELY. NOW WITH GEOMETRY BASED GENERATED SNOW BUILD-UP.

A PERFECT COMPLIMENT TO MEGASCANS TEXTURES & ASSETS.

CURRENT VERSION 3.0

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Displacer was created for Unreal Engine 5 with the intentions of enhancing your meshes with proper non-destructive Tessellation / Displacement.
A perfect companion for Megascans Textures.

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v3.0 adds moss generation

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NONDESTRUCTIVE

Displacer uses the Unreal Engine Geometry Script plugin and Dynamic Mesh to Displace Meshes in a non-destructive manner for continuous customization without baking the geometry to a static mesh.

Modify your mesh with Displacer's multiple options.

 

  • Displacement Map

  • Displacement Power

  • Displacement UV Tiling

  • Displacement UV Offset

  • Displacement UV Rotation Angle

  • Displacement UV Rotation Origin

  • Displacement UV Color Channel

  • Subdivision Amount

  • Recompute Normals

ALLANGLES

Megascans Materials are beautiful high quality textures however without proper displacement they appear flat. Using Displacer you can take them to the next level. Literally. Perfect for blending into other Megascans 3D assets.

FLEXABILITY

Once you've fine tuned your displaced object you can use the Modeling Tools plugin within Unreal Engine 5 to simply convert the Dynamic Mesh into a Static Mesh which can then be converted into a much more  performance efficient Nanite mesh.

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SNOWGENERATOR

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DYNAMIC

The new Snow Generation Tool available in Version 2.0 of Displacer now adds the ability to Dynamically add Ray Casted Snow to any Mesh.

Snow Particles are casted down for accurate landing position on your mesh and then melded together to create Beautiful and Realistic lo
oking snow build-up.

The Snow Gen BP comes loaded with options for dialing in that perfect snow look. From Density of Snow Fall, Snow Ball Size, Allowable Landing Angle to Thickness, Quality and Smoothing.

Snow Gen works with any static mesh not only meshes generated by Displacer. Use it with your own or with Megascans. Higher poly models take additional calculation time.

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SNOWMATERIAL

Included with Displacer and Snow Gen is a custom Snow Material. The Snow Material comes with features like Subsurface Scattering with Color Tint, Ice Sparkles that Shimmer on camera movement and  Displacement map for added detail.

SNOWGALLERY

* ASSETS NOT INCLUDED IN PACK. SNOW MATERIAL FROM MEGASCANS

Snowy Mountains

MOSSGENERATOR

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GROWTH

The new Moss Generation Tool available in Version 3.0 of Displacer now adds the ability to Dynamically add Ray Casted Moss to any Mesh.

Moss Growth is created on the top of your mesh. The Moss Gen BP comes loaded with options for dialing in that perfect Mossy look. The Growth is customizable based on vertical coverage, thickness and details.


Moss Gen works with any static mesh not only meshes generated by Displacer. Use it with your own or with Megascans. Higher poly models take additional calculation time.

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MOSSMATERIAL

Included with Moss Gen is are two custom Moss Materials. A key feature to the Moss Gen is Displacement and both materials containing a matching displacement map.
The Moss Material also has an option for blending into intersecting objects and materials.

I've also included a simple top layer blend effect for adding texture moss to any of your materials.

MOSSGALLERY

* ASSETS NOT INCLUDED IN PACK. SNOW MATERIAL FROM MEGASCANS

Foggy Mountain

FAQNOTES

  • GEOMETRY SCRIPT PLUGIN MUST BE ENABLED FOR DISPLACER TO WORK. 

  • BE CAREFUL WITH SUBDIVISIONS. HIGH NUMBERS CAN CAUSE UNREAL TO CRASH. SUBDIVISIONS ARE IMPORTANT FOR MAKING DISPLACEMENT WORK WELL.

  • DISPLACER PROJECT DOES NOT INCLUDE ANY ORIGINAL MEGASCAN MATERIALS. ALL INCLUDED MATERIALS ARE MODIFIED/MIXED MS MATERIALS FROM QUIXEL MIXER.

  • ANY MATERIAL CONTAINING A DISPLACEMENT MAP CAN BE USED WITH DISPLACER.

  • When i try to move a Displacer BP it lags or slows down.
    Displacer recalculates on every option change as well as every object movement. It is recommended you use the "Freeze" option under the Mesh category in the Displacer BP before moving object for best performance. Simply Un-Freeze when your ready to make changes to it again. For best performance see section for converting to Static Mesh/Nantie.
  • Can I use this on a Mesh that contains Multiple Material Slots?
    Multi-Material Meshes are not Currently Supported with Displacer.
  • When I duplicate or Copy & Paste a Displacer BP my Mesh disappears.
    Currently when duplicating or copying a Displacer BP the Mesh becomes un-linked and will need to be re-linked. All other settings will copy over correctly.
  • Can I Convert my Mesh from a Dynamic Displacer BP object into a standard Static Mesh?
    Yes! You can use the modeling tools plugin built in unreal(make sure its enabled) to convert displacer into static mesh. It's recommended you duplicate the Displacer BP first before converting. This way you can save a displacer copy incase you want to make changes later.
  • After converting Static Mesh to Nanite I have weird Shadows.
    This is a pretty common issue with nanite. 1. Double Click Mesh in Content Browser to open Mesh. 2. Search in details panel for "Nantie" 3. Set the "Fallback Relative Error" to 0 4. Apply Changes.
  • My Displacement doesn't match my texture
    The Displacement map for Megascan Materials is typically the blue channel of packaged texture. Drag and Drop the Packaged texture into the Displacement Map slot of the Displacer BP. In the Displacer BP change the "Displacement UV Color Channel" to match the Color channel of the Texture map. For more Megascan Materials you will choose Channel 2 which is the Blue Channel. Red = 0 / Green = 1 / Blue = 2 Select far Right Texture. * You also want to make sure your UV Tiling of your actual Material matches the UV Tiling of the Displacer BP. * You do not want to have any UV Rotation in the Material either. Use the Displacer BP to rotate your Material.
  • Displacement cause weird seems and distortion.
    The Displacer BP relies on proper UV's. Non Uniform UV's will cause seems and distortion. Also keep Displacement Power values low and build up slowly.
  • My Textures are stretching
    This is normal for Tessellation/Displacement. To help avoid crazy stretching you need to keep your Displacement Power values to low numbers.

CONTACT / SUPPORT

DISCORD SERVER

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Need Additional Help? Questions? Wanna show off your work? join us on our Discord Server.

CONTACT FORM

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