Hi guys,
I already posted this questions into the Unreal Engine Subreddit, but no one had a clue of what is causing my problems so they redirected me to this thred here - hopefully you are able to get around this problem
I am building a landscape shader and I thought it would be nice to use the ‘new’ Virtual Texture functionality in Unreal.
There is actually very few tutorials and documentation out there, but I thought I’ll give it a try. So I watched the Unreal live stream about virtual texturing and did everything like they did - as far as possible. Anyway.
For testing it the most simple way, I build this graph here: Imgur: The magic of the Internet
My first problem with this is, that the tiling is very hard to control. When I use the LandscapeCoords node with a value of 8, it kind of works … but whenever I want to parametrize it with a divide/multiply node the results are very strange.
For example I choose a value of 8129 in the LandscapeCoords node and divide it with 1000, the result is a completely different than using a straight 8 as said above. The tiling is so high, that it’s just grey … is there something I don’t get?
The result with a value of ~8 is still not satisfying at all. The chosen mip level is way to high -Imgur: The magic of the Internet
Here is another example - I get kind of a moire effect and obviously the mips level is totally off in this one - Moire - Album on Imgur
So the question here is, how can I manipulate it to get the correct mip maps? The documentation tells me, that this is possible by using the View Property node:
So the two main questions here - how do I manipulate the used Mip Maps and how do I modify these using the View Property.