btw: Cyberpunk texturing workflow. Its exactly the same as Far Cry 5 (like i posted before), Last of Us 2 and i think even same as Days Gone (ue) and almost the same as GOW 4/5, Paragon, The Order 1886, Battlefield, last AC and Breakpoint and much more (they have not microblending mask - same as landscape blending - rgb color+mask). I made same pipeline in unreal in my last job on UE4 and it worked fine. But they migrated to inhouse engine and in UE its still experimental feature and looks like Epic left it in dark... So i step back from this personally after more than year. But its nonsense to make 8k original textures in theese days (you still need better and better texel result in bigger resolution - for examle if you need to make large cargo military plane for fps...)
https://magazine.substance3d.com/cyb...-of-substance/
But if there will be better support, I highly recommend it (time and memory saving, better and fastest optimizations (for example FC5 gdc), better and easiest art direction - more unified grafical result, even with outsourcers and much more.
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[SHELVED] Material Layering Feedback for 4.19
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MDiamond repliedI have a question in regards to how the material layering system works with the material analyzer. My idea was create a Master Material Layer with some logic and parameters, then create several layer instances with the values tweaked. Then, in a regular material instance I use those layers instances in the stack. But when I analyze the instances from the master material, the analyzer suggests re-parenting materials, because the stack is the same, even though the parameters values are different. Is this expected behaviour? Should my idea not be encouraged to in order to reduce identical permutations?
Last edited by MDiamond; 11-10-2020, 09:15 PM.
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Nerdsbeware repliedSo if it’s production ready in 4.26, is it generally stable and working now? What downsides are there to using the new system? Does it allow runtime parameter changes like MID? What’s the performance like?
Just trying to get an idea of the state of things, since I haven’t been following this feature since its initial removal.
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Chosker repliedOriginally posted by AlienChrysalis View PostI don't think Material Layering was ever intended to be used with landscapes, so they likely just closed off that point of confusion.
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AlienChrysalis repliedI don't think Material Layering was ever intended to be used with landscapes, so they likely just closed off that point of confusion.
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Chosker repliedalright, sadly Material Layers in 4.26 (preview1) do not include any further compatibility with Landscape. Every combination I tried to make a MaterialLayerBlend asset read or use Landscape layer nodes produces no results
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Chosker repliedOriginally posted by Chosker View Postalso,
Chris.Bunner now that we've actually reached the first release in 4.25 (marked as Beta feature now), could you please provide a status of Material Layering + Landscape usage?
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AlienChrysalis repliedOriginally posted by RVillani View Post
Do you mean it feels stable? Really?? If so, that's amazing news! I'm super excited!
The only other minor issue I've noticed is the thumbnail will often not reflect the current state of an MLI usually just looking like the default setup from the Master.
Other then that nothing major, like crashing the editor on replacing values or textures in samplers from the stack.
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Chosker repliedOriginally posted by Raildex_ View PostTim Hobson
I found a new Issue in conjunction with Landscapes.
You can only paint Landscape Layers, if the original Default Layer Stack utilizes Landscape Layers. If only Material Instances utilize Landscpae Layers (Default Layer Stack empty for example), they are not recognized.
also,
Originally posted by Chris.Bunner View PostHi MarGon, as I mentioned in the stream, landscape compatibility isn't something that's been directly targeted for this preview version but is something we'll aim to address for the first release. As landscapes already have their own unique system for stripping layers when not used on a landscape tile this might warrant something unique on the layer front too but that may end up outside the scope of the initial push.
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RVillani repliedOriginally posted by AlienChrysalis View PostIt appears that the material fixes in 4.25.2 have addressed most of the crashing, and parameters not properly propagating their values on addition to the stack. So we are back to using this feature in our project again. Thanks for the fixes Epic team!
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AlienChrysalis repliedIt appears that the material fixes in 4.25.2 have addressed most of the crashing, and parameters not properly propagating their values on addition to the stack. So we are back to using this feature in our project again. Thanks for the fixes Epic team!
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KanedaCz replied
Basically, it was just a bug and it worked for me, but its not a real solution if already worked wrong. If it crashed several times and it didn't work properly (layers were missing, materials looked weird), i had to delete Unreal cache - if i remembered correctly, i think it was somewhere in
Users\YourProfileName\AppData\Local\UnrealEngine\Common
or something like that. I don't remember exactly. But it was definitely in windows Users folder. Then all shaders will be recompiled and it worked normally again.Last edited by KanedaCz; 08-02-2020, 05:28 PM.
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KanedaCz repliedOriginally posted by rosenand View PostI can confirm, while I was trying to create a basic setup based on this system, the editor crashed a lot, so sadly I had to disable it again and revert to using traditional workflow...
If you have more than 16 texture samples in master material and layers in stack with theese settings: Shared: Texture Objects, editor crashes - there is no window with log, etc. When you are making master material and layers and you want to use more than 16 texture samples, you need set the Texture sample's Source for texture sample to Shared: wrap. Its a bug (it should not crash).
For example:
If you have master material with 4 texture samples and then you assign three new layer where each have 4 new texture samples.
Its 4 + 4 + 4 + 4 = 16
Thats ok.
But then, if you put new layer to the stack with new texture objets, it will crash (you need to fix the settings first to prevent this from happening).
Texture / sampler source
After that was very stable for me and its working very well (tested on 4.22).Last edited by KanedaCz; 08-08-2020, 02:48 PM.
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RVillani repliedOriginally posted by Boonta View Postjust started learning about this feature and it looks amazing in terms of workflow improvements alone for layering materials. Is it possible to have dynamic layers yet or control things with blueprints? Great to see this hit beta and hopefully gain some traction to release soon.
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