Improve the precision and performance of your materials with this one simple trick!
https://dev.epicgames.com/community/learning/tutorials/DdzL/unreal-engine-fortnite-efficient-materials-for-large-worlds
This is awesome and insanely helpful! Thanks for your work on this.
This is the kind of randomly-useful information we need to know, thanks for your effort!
Hey there! Not sure if this will make it to @wouterdek-dev directly, but I’ve been stuck on this RVT blending issue for a bit. I’m working in 5.4 and using Runtime Virtual Textures, but for some reason the Absolute World Position seems to be causing banding in the height blend. Has anyone else run into this? The project uses a pretty massive world map (8.7k meters), so I’m wondering if it could be related to LWC. The part that was interesting was the section on transform position from camera relative world space to periodic world space. The pattern I’m seeing looks very suspiciously like the errors caused in the example of texture tiling across large areas. But sadly this project is in 5.4 and that transform pos node is available in 5.5. So was curious if anyone, had seen this in their travels and if they had found a solve prior to 5.5. Any insights or help would be super appreciated!
LWC was my immediate thought when I read your post.
If you can, use Camera-relative position to cut-down on LWC conversion.
As well, you can pipe the AbsWorldPos node through a vertex-interpolater and gain some decent returns. Per my experience:
Awesome! Thanks so much for your response. I’ll give that a try and see if that changes anything. Also been noticing trees “ticking” when using WPO which I’m fairly certain is due to these similar errors caused by LWC.