Runtime Virtual Texture renders black

Hi,

As it said in the tile, I did all the settings to create some RVT (just to try and learn it so never mind of the very bad textures) but it renders all black. The weird is the colours was good just before but I had some weird lines on the mesh (it’s the rock asset from the StarterContent). I have clicked on “copy rotation” and “copy bounds” on the 2 RVT that I created and the ugly line disappeared. You can see the changing here : Screen capture - 948bf8b68b50c457fb122a80c4eba55b - Gyazo

But then it became black, just like this :

This is the shader of my first mat (the landscape) :

And this is my second mat (for the rock and the sphere) :

Ok, problem solved : The reason was the RVT Volume, as I suspected. The “copy bounds” thing has set the Z height on 0 so it could not see any texture. I have just upscale it a bit. But now, I come back with the weird color lines, just before. And I don’t know where it come : Screen capture - fed7ae60b3f2ec02ec39e1e2de27484f - Gyazo

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Ok, problem solved also : The reason was the saturation. Did not understand why exactly but as far I got it, the alpha must not exceed 1. Though, it did. I added another saturate node juste before the alpha pin of the BlendMaterialAttributes. Now it works : Screen capture - 177e6fdeb8cbc4a100a567a92ed4ba37 - Gyazo

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Hi,

Yep, this work. For those of you that are new like me…in the World Outliner, top right (by default), search for RuntimeVirtual TextureVRuntime…(the volume box), and under the Virtual Texture section, select your virtual texture. Solved.

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I tried everything… but my Virtual Texture always appears black.

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Did you find solution?

I had the same problem, i disabled nanite on the model and then it worked for me.

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Got the exact same issue.
It worked for me the first time and then all turned black when I’ve reload the project.

I didn’t find the solution yet.

same issue, did anyone find a solution yet? this is deal-breaking for landscapes

Thanks! This was my issue also, using it on a large static mesh, not landscape.

Unreal 5.5 does not enable virtual texture support by default, you need to check whether this is checked

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