Virtual Textures workflow: is using huge virtual textures to reduce Material Instances number a good idea?

Hi,

thanks for reaching out.

>> We are wondering if creating big atlases of virtual textures and specifying which part to use with Custom Primitive Data is a viable workflow.

If you want to cut down the number of material instances, a similar approach is to use UDIM textures (groups of image files which UE imports as a single virtual texture asset) and combine them with custom primitive data so you can index a different texture from the UDIM texture on each mesh instance. This is also the approach used by Epic’s City sample for rendering car textures.

You may also want to look into using the new (bindless) texture collections, which can also be combined with CPD (as used in this procedural texture plugin, which is discussed in this forum thread).

I hope the above helps, but let me know if you have more questions.

Best,

Sam