Hi Epic,
I’m trying to reduce pixel shader complexity by baking materials down to textures. However because we are using Streaming Virtual Textures for the majority of our textures the output appears to be rendering the lowest resolution of the Virtual Texture resulting in blurry output.
I’ve tried using the Skeletal Mesh Bake Materials and building an editor utility widget using Draw Material to Render Target and both result in the same artifacts.
Is there anything I can do to improve the output?
Thanks
Toby
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Hello,
Apologies for the delay. There’s a few settings for virtual textures and the Bake Materials module that may help here.
- Virtual texture continuous updates r.VT.ForceContinuousUpdate 1.
- MaterialBaking.VTWarmupFrames CVar which you may need to increase from 5 to 30 or higher
The reason why the Draw Material to Render Target route isn’t working is because the VT system needs a number of frames of feedback which is what MaterialBaking.VTWarmupFrames is supposed to be doing for the Mesh Bake Materials functionality If you increase it and don’t see an improvement there may be a bug in the MaterialBaking module where it isn’t properly getting the VT system to update.
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