First post and hoping the community can relieve my pain i’m experiecning with RTVs.
I’ve followed this tutoril (https://www.youtube.com/watch?v=ATfzfvtvfIo&t=6s) which has gone okay until I connect the GetMateiralAttributes node from the MakeMaterialAttributes node in my Landscape Layer Blend - as per the attached screenshot, circled in red.
As soon as I connect that up, I lose the textures from my landscape.
No doubt it’s something simple that some superhero can point out to me.
Further, it seems like more is broken here than I first realised. I don’t think the landscape texture is actually being input into the RTV output. I think it might be to do with how I’ve built my landscape layer blend - can anyone comment on that? I may have to rebuild it in a “proper way”
As per the bleo image, I’ve got each texture element, e.g. Base Color, Normal, etc, feeding into their own Landscape Layer Blend node, which all feed into the MakeMaterialAttributes node. Then, from there off to the material instance and RTV.
Lol, thanks for the feedback, and quite right - the tutorial I followed for my landscape blend does seem absolutely absurd now that I have a greater understanding, after watching many more tutorials. I’ve done precisely that, rebuilt the whole thing today, and now it’s working.
■■■■ those crazy tutorials! But we get butter every time we fail right!
I’m running into a new issue that I can’t quite figure out. I’ve set up my landscape material using the proper LandscapeLayerBlend workflow as suggested, quite rightly, by MostHost_LA, and my RVTs are working as expected which is amazing. However, a few of my layer textures are missing, and I haven’t been able to get them back - See the below screenshot.
What’s puzzling is that those missing layers reappear if I disconnect the GetMaterialAttributes node. This makes me wonder: is there a limit to the number of layers when outputting to an RVT, or am I missing something in the way I’ve structured the material?
Appreciate any guidance — thanks as always for the help!
I managed to find the issues - it was that some of my textures were virtual textures. The little VT symbol on the texture was too faint to see unless viewed at close range.
yes, you cannoy use a VT to feed the RVT, as I understand it, Unreal doesn’t guarantee the order in which things in the VT world might happen given feedback to the RVT (maybe to update) or to stream in whatever mips/section you need.
Essentially, real time virtual textures are only beneficial at all if you make materials use an 8k^2 texture that is sectioned off to have the one texture loaded up but into a portion of that main texture.
Now if you make a skyrim clone where you use the same texture to craft a whole environment and thw texture is sub 4k total anyway - that could possibly be a scenario where you benefit - note that it isnt lined to the landscape at all though…
Now on landscape using VTs should automatically pack a single texture for memory pool and offer some reduction of cost.
In practice, I have never seen any tangible benefits from enabling it and setting it up on 4 different base layers.
Landscapes with more than that amount of layers (for the single landacape) are generally a bad idea - and yes, I could see having 10 different ones maybe suddenly becoming beneficial, but again it’s not a good idea to do it this way…
Still, considering that the whole VT thing came out specifically targeting landscapes, the fact you can’t use them with runtime VT is a little bonkers…
I think it has to do with the idea that the VT needs feedback in case it needs to render? I don’t want to spread misinformation, but I do (feel that I) know VTs don’t really seem to feed RVT’s well, or at all. I’ve never been able to make the two of them work since I started w/Unreal.