Displacement Not working with UV tiling set to 0-1 patches

Hello I am trying to make a nanite compatible pine tree in speedtree. Everything was going well but I am using a displacement map to make the trunk look better since it is already high geometry. When I set UV tiling style to tiling my displacement map works well, but my atlas texture uses all the space for the bark texture. If I set the UV tiling style to 0-1 patches, my atlus texture gives more texile density to my leaf texture (which I want), but then the displacement stops working.

I am wondering if I am missing something. I have tried changing the source of displacement from my displacment tab to use the actual material height and that does not work
I have tried upping the displacement ammount by alot and it changes nothing. I am not sure what I am missing or doing wrong, because I want the nice texile density of the 0-1 patches and the nice displacement of the tiling but I cannot seem to get both.

for reference here is the tree with my UV style set to tiling:

but here is the atlus which uses the entire space for the bark instead of distributing evenly:

here i switch to 0-1 patches and the atlus works well but the tree loses all displacement

exporting that tree with the good atlus into UE5 i can see that that texile density works well, but the tree has no displacment so it is not doing what I want for having so many triangles specifically to have nice displacement

quick clarification i made the texture in photoshop and substance designer, so it is 2048x8192 and repeats on both U and V so i really dont need it to repeat very much in the atlus like it wants to do when set to tiling. The 0-1 UV patch just has it once which is all i need since it tiles

Hi @TheProNewb,

Thanks for your question. If you’re using UV patches just on your trunk but haven’t changed your branches’ UV settings to also be UV patches, you’ll get all that extra tiling in your atlas. Check and make sure your branches have correct settings. You can read more in the docs here.

As for the displacement, you can improve the look of the displacement while using UV patches by increasing the U value. Try bumping up U->Relative. For example, here is a model with a displacement map, UV patches on and U Absolute at 1 and Relative at 0:

Then with UV patches on and U Absolute at 1 and Relative at 5:

Your model does look very straight, though. So it might be a different issue.

Additionally, here is the atlas with UV patches on (for trunk and branches):

I hope this helps! If you’re still having issues, feel free to package (File->Package tree for support) and send your file to support@speedtree.com and we can take a closer look.