If possible, how do you create a custom parameter in a material?

In order for what I’m trying to make even remotely come close to being feasible I need a blueprint to be able to send a minimum of 100,000 vectors to a single material and have the material spit out an image. I don’t need help on the material itself because I already know how to do this on the material side of things (more or less), but what is a major problem are the parameters. I’ve found no way of either converting the vectors into colors and creating a render target from them nor any possibility of making a vector array parameter.

So what exactly should I do? I cannot do the computations the material would be doing on the CPU because it needs to be done in only a couple of frames, but the sheer volume of them makes the CPU useless for the task.

So you need to process roughly 360MB of data each second… Do tell us how it went :wink:

This is serious amount of throughput. I would advice you to research Compute Shades but I’m not that deep into that to really make any statement of how would they preform. Other than that you wouldn’t need to convert vectors in to colors - they are interchangeable for the GPU.

Check this for more in-depth explanation: Pixel/Compute Shader to Render Target Asset - C++ | Community tutorial

So you need to process roughly 360MB of data each second… Do tell us how it went :wink:

Not well. :innocent:

Although I still haven’t tried making the Compute Shader yet, I have been focusing my efforts on reducing the amount of vectors I need to process, I don’t have a real number yet because I’m still in the process of reducing the load. Thanks for the link, it might take me a while to know if this was the right answer though. :sweat_smile: