Builtin Library
- ..
- .metadata17 B
- README.md1.2 KB
- entrypoint.luau8.5 KB
- scene.json429 B
README.md
Tessellation Showcase
Every surface in this scene starts as a flat two-triangle plane. The
Tessellation component subdivides each triangle into thousands of GPU
micro-triangles and displaces them along their normals from a height map,
turning flat geometry into rich relief — no authored high-poly meshes.
The entrypoint drives the same component with four procedural height maps:
| Piece | Height source | What it shows |
|---|---|---|
| Rocky mountains | 5-octave value-noise fBm | Natural terrain from a flat plane |
| Sand dunes | Low-frequency swells | Smooth rolling forms |
| Ocean swell | Crossed sine waves | Repeating wave crests |
| Before / after | Bold ridge grid | Same box, flat vs. tessellated |
What it demonstrates
Tessellation sits next to a Model + Material. It reads the entity's
current mesh, subdivides each triangle into 4^level micro-triangles, and
displaces them from the material's displacement map — the entity's PBR
material renders the result. A single flat box + a height map becomes a
detailed surface entirely on the GPU.
Running
Load the scene and enter play mode. The height maps are generated procedurally on load, so the showcase is fully self-contained.