So ive been using the Brushify Landscape material for a while. But never on an open world streaming landscape in UE 5.1.1
So i can get around 100fps without the procedural foliage that comes as part of the material. its drops to around 90-95 with fully on grass, which looks great for sure.
So when i look at my shader complexity the landscape was originally ALL white BAD BAD BAD. So i optimised the textures a little, dropped the resolution of normals and roughness etc were applicable. I havent YET dropped the albedo quality as im hoping not to but we see.
I managed to get in the pink area in shader complexity, much better, but not good.
So i enabled runtime virtual texturing on the landscape as this is supposed to help big time on the shader side. Which it does. BUT all my textures are now blurs.
(all textures have been VT converted where appropriate)
Please see the following video for my issue with the textures:
If anyone can answer or provide me at least a lead to the solution i would be much appreciated. (Forgive my boring British accent )
I remember a Ben Cloward vid where he accidentally did this, and then fixed it the next week.
I’ve lined up the crucial section
The point is, that if you have camera distance based logic coded into your landscape material, once you enable RVT, the material doesn’t know where the camera is. Hence blur.
Its give me food for thought. But as his material is way different, its trying to find the specific place that does the same thing he refers to. The brushify Landscape Material has MANY functions which is making this very difficult to spot.
That said i will carry on as it does seem to make alot of sense about the camera position being lost in the RVT. But so far it seems im only getting either
The mid macro texture (theres 3 textures in this material for grass etc, detail, macro and far)
A really low quality mip level on the detail texture
so, i got it to work, but not how i thought it would play out.
Now im sure ive played with these settings before so it baffles me, but it works.
I Had to do 2 things 1 minor 1 major. In my Brushify Landscape Material Instance I had a setting called Detail Tiling set to 0.3 which was fine without RVT enabled.
So originally when I enabled RVT I had this very issue of blurry textures. So searched google watched videos and many say convert the TEXTURES to a VIRTUAL TEXTURE.
I did this and nothing helped. So i left them alone.
After all this playing about I decide to just convert them all back as they served no purpose as VT’s. And all of sudden my landscape with RVT on was back to looking great again??? Only think I had to do was change that tiling setting to 2 (from 0.3)
So like huh? how strange that it wasnt working before i converted the textures. Wasnt working after, then converted them back and it works, go figure?
Thanks @ClockworkOcean I did come close with that video messing with some settings but ended up with a more checkerboard pattern of detail/macro/far textures and i couldnt quite figure out how to stop that. But it was close nonetheless!