Megascan's Materials and Runtime Virtual Texture (RVT)

Note that IANAP (I Am Not A Professional). I am self-taught, haven’t dropped my project’s, so more of a noodler, but I try. :smiley:

As far as the graph, I was referring to your material graph. You ought to be able to paste a pic into the reply, like so:

As far as the order in which you hook your functions up, it will depend on what you are doing to each part. It’s more a logical-puzzle, order of operations in what makes sense.

In your case, since the Fuzz is specific to the mesh, it would make sense to fuzz before blending with the RVT.

In other cases it might differ; for example: in my case I have a wetness function that can be applied to either meshes, skeletal meshes, landscapes, etc; it’s literally the same function so it’s always consistent across whatever. One might feel that I’d blend the mesh w/the RVT, then apply wetness, and that might work in a simple case, yes. In my case, each kind of material-type (stone, flesh, cloth) has parameters they can pass into being wet to make things look differently wet, as well, my landscape is the same, with each layer having control over how wet it looks and how it looks wet. :wink:

Since the power of an RVT is to leverage as much up-front, front-load it as you may, it makes performant-sense to apply wetness to the landscape as it’s being rendered into the RVT. As well, since the RVT is just PBR information, there’s no real way to keep track of any kind of mask so that I could apply DIFFERENT wetness values, per-area, after sampling. Thusly, I apply wetness before rendering into the RVT.

Consequently, (I know, a mouthful), it makes logical-sense to wet the mesh before the RVT-blend, even though it might seem like ‘extra-work’ it makes logical-sense to do so. Offhand benefit is that the mesh can now be distinct in this way in it’s own right, and whatever the landscape is doing just-comes-through the RVT as you would want.

The pic up top is exactly that use-case applied to the default MS material in my project.

In your case, if you wanted to apply fuzz somewhere, you’d stick it in between the adjustments node and My_Wetness. That stack of logic would define just-the-mesh, then blend it to the RVT as the final step.

Thusly:

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