There are tools for bulk editing built in - like changing the LOD Bias, LOD reduction amounts, Screen Sizes, Materials, LightMap sizes etc - they’re described here:
I’ll add Disable/Enable Distance fields in the next update - the new version will also have more options for changing Nanite features.
For some reason I am unable to download this plugin from epic, because I have no compatible engine installed, even tho I use 5.3 source build which is modified. Is there any chance I could get this as source from github or somewhere else?
Hi, I haven’t paid much attention to this over the past 6 months since noticing back then that it’s missing features for actually being usable with foliage, so I’m curious to check now, have there been any updates that either add the “Dual-Axis Billboards” or some other way to use non-uniform scale foliage with with the octahedral imposters?
My focus has been on adding the next level of features for my other plugins - that’s where the demand has been, and I needed the features for work.
We support GTX9 series cards so a tight set of LODs ending in an impostor is still needed for Nanite fallback, and I’ll be adding the things I’ve learned experimenting and building those into rdLODtools once I’ve finished the other updates.
The Octahedral Impostors won’t support non-uniform scaling, but Dual-Axis billboards will be able to once I’ve finished those routines.
For now there’s still Billboards, TriSprites and Planar LODs - they all support non-uniform scaling.
This is quite an extensive set of additions along with some re-working of the base code.
Some of the new features include:
New “Recycle” mode for instances, faster spawning and manipulating of instances
Proxies - Proximity, Long-Distance and Destructible Proxies are now built in at a low level giving extremely fast levels of ISMs that swap to actors in proximity
rdSpawnStuffActor - a powerful spawning system including per-scalability settings, detailed object placement and routines to easily Subclass and create your own Spawners (also proximity based spawning in Large World coordinates on UE5 up)
rdPopulateActor - powerful population system (based from the previous population blueprint, but now built in c++)
Baking of spawn data for extremely fast populating at runtime (and fast proxy scanning from that data)
Runtime Baking of PCG and Foliage volume ISM transforms providing Proxies for meshes in those volumes (e.g. add collision capsule only when close)
Editor and Runtime Spline Manipulation - Splitting, Joining, changing Spline Points and Populating
Noob alert. Purchased 3 tools and trying to understand rdTexTools. Tried to follow the tutorial. Could not find MS Landscape tutorial. From Quixel downloaded a Potting Soil asset. The asset only has an ORDp and not a SRAODP. So no alpha channel.
Here is the Create Difference Map settings. On the left is original material and on right the converted. Don’t look anything alike. What am I missing?
I’ll add the same comment to the other tutorials so there’s no confusion.
There’s no need to pack newer MS textures as they are already packed.
It’s still useful for packing other textures though - and if you’re looking at reducing MS assets specifically - try reducing all but the BaseColor textures down to something quite low like 1024x1024 and the BaseColor to 2048x2048 - sometimes when there’s a lot of detail in the Normal Map you may need to up that to 2048 too.
Also if the textures are being stored at 16bit (which is the default for MS textures) you can reduce that to 8bit for a considerable saving.
Regarding the landscape download, here is the link:
That will depend on your textures - try downloading the project and setting the textures in the various types to test - it’s non-destructive for the textures so you can try without fear of loosing data.
Trying to save as much time here as possible by doing a bulk edit of all Textures higher than 2048x2048.
These materials are not all the same. They come from different assets. I have a few questions I can’t seem to find in the tutorials on your webpage.
What is the difference between “bilinear (upscale)” which is shown on all of your tutorials, “bicubic (upscale)” which its set to as a default and the other resize techniques, and what do you recommend and why?
My performance within the editor is suffering greatly. Would it be better to reduce the LODs and keep the 8k textures, or reduce the 8k textures to 2k and then apply an LOD to them?
Is doing a bulk edit like this a good idea, or will it cause an issue? Do I need to the edit by each individual asset?
Bilinear interpolation reads the 4 pixels surrounding the current pixel to calculate the smoothest color. Bicubic samples the 9 pixels surrounding the pixel (diagonals included). It takes slightly longer to process, but gives the smoothest results when upscaling - I recommend the Bicubic for interpolation.
The performance will be similar for both techniques - it’s more about how much VRAM is being used. Reducing the textures to 2K helps to reduce the overall footprint of the project (very useful, but for different reasons).
Bulk editing is good - when you’re just changing the LODBias it can be quick to go over all textures in a bulk operation, and change any that you’re not happy with afterwards - if you reduce too far (512x512 eg) you’ll see the loss of detail in your level and can go back and change it.
When you’re changing the LODs - you can always go back later and use the “Resize Textures to LODBias Size” tool too.
Should I do LODs first or reduction first? Is the use case different for each or do they both result in performance increase? For example, I plan to reduce all textures to 2k as the maximum for all assets. Then I plan to reduce assets LODs to 1k. That way I can go back up if need be. If I’m unhappy with the results closer to launch I can always redownload the assets with their 8k textures. Does this make sense to do it this way?
Are you saying I should just reduce the LOD’s only? Or after I reduce all textures down to 2k reduce the LOD’s to 1k or lower and if i’m happy with the 1k LOD I can always go back up to the 2k? I guess for clarification, I can’t really see any case where 8k would be necessary for an indy game in development until closer to launch and since its all being housed on a singular computer (with limited space) I can’t justify keeping them at 8k for my own viewing pleasure lol
Reducing them all to 2K assets first then fine tuning from there is a good way of doing it - I often do that too, it gives a good reduction straight away - even opening and editing the assets is faster than using 8K textures - not to mention the saved bandwidth when you’re using remote source repositories. Part of me would like to keep them at 8K for the same reasons as you, but practically it’s a lot more work and time.
Reducing the LODs can be used after your initial reduction - easier than re-downloading, but if you know something looks fine at a lower res - it’s safe to directly reduce - the scalability system handles pushing down LODs when needed too for lower end hardware, so if you’ve got a decent setup, aim for that and let UE handle the scalable LODs.