I’ve been experimenting with Mutable and getting some decent results, but I’m trying to figure out how to force specific texture outputs. For example, if I want a 2K texture, how can I ensure Mutable always generates a 2K texture based on the mesh extent? And if I wanted something like a 4K x 2K texture, how would I enforce that? Essentially, how do we control or lock the texture sizes we want?
Also, regarding mesh extent: it looks like Mutable automatically repacks the UVs. That can be useful, but if we’re building our own atlases, that extra repacking step might be unnecessary. Is there a way to prevent it from repacking while still combining materials and meshes, so we can preserve the original UV layouts per part instead of having everything fully repacked?
It’s working as is, but if we can remove that repacking process, I think the workflow could be more efficient.
In the SkeletalMesh Node Details there is the Layout Editor section where you can find the options governing packing strategy. For your use case you probably want to use the Fixed strategy. In this mode the size of the image connected in the master material is used and the layout blocks resize to fit.
There is also the Overlay strategy where the repacking is skipped, In that case each merged part should use a different UV layout.
Overlay assumes each mesh part has its own UV channel (or the texture can be shared between parts). This can be a limiting factor for complex setups as the maximum number of texture channels is 4. The jumbled up could be that the UVs are outside the [0, 1], in this case the visualization wraps around.
Could you share the steps to reproduce the crash, from the assertion it looks like its trying to do compositing with a block larger than the image. I believe this this could be we are not handling correctly the case with non normalized UV for the Overlay strategy.
When using the Overlay method, are there certain rules or caveats for mesh set up? I got it to work on several separate pieces, but on a mesh with multiple skeletal meshes attached to it, it seems to smash all the UVs. In fact, some of these don’t even look like they belong to the assets.
[Image Removed]It compiles without errors and within the layout view looks fine, but then in the UV viewport everything is messy.