Oh my god i have the same problem in my project, please someone know what is the problem? Thanks¡
Hello. I’ve created a 5-way Blend material to paint my mesh using the tutorial on this site. Create a Material for 5-Way Texture Blends in Unreal Engine | Unreal Engine 5.2 Documentation
I also wanted to have normal and roughness in my materials, so I’ve replicated the very same structure for them:
In the material preview windows it shows ok. I can see the base material. Problem comes when I apply it to my mesh. It doesnt show anything on the render view:
I have noticed that if I unplug one of the three different channels I have in my material (that is Diffuse, Roughness and Normals) I do see my material on the mesh but of course, I loose the information of the channel I unplug.
Does anyone knows why am I getting this problem or what I am doing wrong?
Thanks in advance.
Are you sure that you are not hitting 16 sampler limit?
I only have 12 textures
I was worng. I did exceded the limit. I’ve decided to get rid of the roughness maps and use constants instead. I guess I can also try to use R, G, B channels and math operations to get the same results. Thanks!
EDITED:
You were right. I had too much samples. I will try to simplyphy then.
create a material instance of your material, then open it, show the info, it should display the errors on the preview window. but i think deathrey is true, too many samplers here, you may want to simplify your mat, or to convert sampler into shared sampler
you should download the landscape mountains sample scene , good exemple of landscape materials in it
Depending on your target platform, you could could set your sampler type to Shared. That would allow you to bypass the limit. Alternatively, feel free to pack your roughness maps in alpha of base color, or approximate roughness from green channel of base color.
^ that, though I would not put the roughness maps in alpha, as that basically doubles filesize. (thats sadly what alpha channels do)
you could combine three roughness channels in RG and B channels though.
that doesn’t double filesize, it 's just one channel.
Sadly, it does. Though not the file size, but texture memory usage.
ah ok. for memory usage i understand. is there a way to sample 1 monochromatic channel from a texture to limit memory usage?
I am going to try this. It sounds like a very clever way of working this out. thanks!
You’re welcome. Would you be so kind as to mark the question as resolved?