Apologies, it looks like the Quick Start Gude for Runtime VT and the settings reference page didn’t publish. I’ll check on this tomorrow and we can get these out to you.
RVT requires some specific setup that the doc doesn’t go into super amounts of detail about.
Here’s a temporary link to the Runtime VIrtual Texture Quick Start guide until the page is published. This guide walks through using an existing Landscape material setup and converting it to use RVT. I specifically chose to use the simple Landscape material from Content Examples as a starting point, but if you have a properly setup landscape material that is already painted onto your terrain, you should be good to jump in and follow this guide to convert it to RVT. The “full black material” is pointed out in this guide and is part of the setup process.
Also quality drop extremely low with this. I tryied increasing settings in the runtime virtual texture asset but landscape textures are still blurried like using a very low mipmap.
Masked, no. Just use Translucent and then drive the blending with Translucent blend mode and an alpha mask plugged into Opacity input.
There’s no complex setup to achieve this. Just set up like you would any masked/translucent material except that it should use the Virtual Texture Domain.
For the quality issue, it doesn’t update every frame. I’ve typically reset it by using simulate or PIE for a refresh. there may be another way that I’m not aware of. I’ve only used VT for a short time while documenting the majority of it and doing some simple set up during this time.
Ok so after some tests, it looks like the quality of the virtual texture is relative to the size of the RuntimeVirtualTextureVolume which make this unusable on landscape for almost every project, even while setting the size of the virtual texture in the RVT asset to 8 (value), unless you work on a landscape smaller than a RuntimeVirtualTextureVolume with scale of 1000010000 max.
While using it on a 8km² lanscape it goes from this :
In fact, to get the same quality than in the first screenshot, I have to set the scale of the RuntimeVirtualTextureVolume to 50005000 which is not really usable
Maybe they forgot to do large scale test because a demo with landscape spline roads is obviously made with large maps in mind.
I tryied it with world composition and 25200*25200 tiles. I have to assign the runtime virtual texture asset to each landscape streaming proxy but:
If I assign the RVT volume to the landscape component (in the persistant level) I get the same low quality than in previous screenshot
If I assign one RVT volume per landscape streaming proxy (ie tiles) the quality is higher (not as good as original landscape material but at least usable) but only one tile look and other tiles has a lot of glitches
I think with a bit of elbow grease you might be able to make what you all are looking for. I haven’t tested this its a bit of theory, but I’m fairly certain it would work as I think you all might be expecting. If you made a mesh that was complete alpha, with material layering and tiling, then made construction Blueprint for creating splines on the mesh that has the layered shader applied. Or maybe you could literally use decals in blueprint connected to a spline construction script. Only reason I thought to use alpha on geo is so that when you bend the spline the decal texture might bend aswell for like curved lines If your decal texture was linear. Sorry if this isnt helpful, but maybe I might spark some ideas for you all. Also if you getting z fighting from the landscape spline tool maybe theres a cull landscape volume you could use in conjunction with your roads. GL
It’s been nearly 3 years since the original post and still nothing from Epic, just unbelievable:(. I don’t understand why a rep can’t post some kind of reply saying this is indeed on their agenda or just put us out of our misery and say it’s not possible. Hard to believe this tool request is continually ignored given all the clear benefits listed throughout the 15 pages of this thread. Spline projected road decals have been available in other engines such as Torqued3D and Cryengine for many, many years. Again, I don’t understand Epic’s reluctance to add such an efficient tool into their pipeline.
Did you fail to read the latest posts about it? With runtime VT tech you can render splines into a texture and use that. Though currently it’s a bit resolution limited but that is apparently being worked on.
Thank you for the reference. TBH I had put a long time project on hold due to the lack of this tool so the VT tech is great to see. Hope they continue to improve it.
So i’ve tried RVT for my landscape and roads and it works great, it it requires some setup though.
However there’s a catch. RVT is camera independent and that means that it’s not possible to use distance based blending. Unfortunately it’s a deal breaker for me, also when RVT is mainly considered for landscapes. So i consider this topic still valid and would love to see dedicated spline decals.
EDIT:
I think I made it work with my original landscape material with all distance based functions.
I don’t write my landscape material to virtual texture but instead I configured it to just sample from virtual texture. Only the roads (landscape splines with plane mesh) write to this virtual texture
Then I used Blend Material Attributes node to blend between landscape materual and virtual texture.
I used roughness with contrast as an alpha.
EDIT2: The alpha setup for blend node is not working as expected, need to find a better way to mask the roads
Is there a tutorial on how to implement the RVT as a spline decal? I’m having trouble finding some documentation that explains how to use it in place of a decals projected onto landscape, and as a spline at that.