I just started seeing these DprF textures in downloads from Megascans. I’m familiar with ORDp and RHAO, did a search online for DpRF or DRF and found nothing.
I’m trying to get some Runtime Virtual Textures going in a level, RVT is not working or if it works, the VT texture on the Static Mesh rock, looks much lighter than the landscape texture it sits upon. I’m trying to figure out if this DpRF texture, when mixed into a preexisting material have and not of Megascans origin is causing the assets not to render correctly and also possibly interfere with RVT if the landscape material not of Megascans origin is used.
Last download for a rock this textures appeared:
DpRF:
Dp- Displacement (assumed)
R- roughness- In the rock material DPrF, this comes out of the Green pin and goes to roughness.
F- Fuzz- In the rock material DPrF, this comes out of the Blue pin and goes to a Fuzz Material Function, it’s another black and white mask, I think. I guess I need to read up on a Fuzz map.
Anyway could someone confirm, my assumptions are correct?
Thanks!
Now here is the real issue: getting RVT to work on a landscape of mine using MegaScan’s Materials.
What I worked with before was the Megascan MS_Default_Material, no issue there, but now with a mossy rock…
I downloaded this Static Mesh asset: S_Mossy_Forest_Rock_vimrfgwaw_high from Megascans.
Associated:
Material Instance: MI_Mossy_Forest_Rock_vimrfgwaw_8k
- Material: M_MS_Default_Fuzz_Material_VT.
First off, the Material Name, as far as anyone knows, the VT tacked to the end means Virtual Texture as in Runtime Virtual Texture, correct?
Secondly the Material itself, shows texture placeholders the have “VT” labels on them. The Material Instance has the actual textures plugged I there, and they also have “VT” labels on them.
I would assume this VT means virtual textures that are associated with Runtime Virtual Texture.
What makes them different than regular textures?
Thirdly, I am searching all over this Megascan Material and it’s associated MI, and MF, and I see none of the Virtual Texture nodes that I am used to seeing, that facilitates transferring the texture to be used by the RVT from the landscape material to the Static Mesh material.
Let me correct this, on my landscape I do have a Runtime Virtual Texture Output that sends the textures out for the Static Mesh to pick up. Returning to the “VT” label on the name of this material when I search through the Megascans Material, Material Instance, and associated Material Functions, I can’t find where the Static Mesh Material would be picking up the RVT. Usually it requires a **Runtime Virtual Sample Parameter,**actually 2 of them one for receiving the Virtual Texture Color and the Virtual Texture Height.
This material is designed to support Static Mesh Textures, it would really save me some heart ache and I would really appreciate it, if someone could tell me where these components are in the static mesh’s material with a “_VT” tacked to the end of it.
Thanks for listening to my whining and any help would be appreciated.