When I import UDIM texture directly from file, it flips textures in Y direction, X imports fine. I am on the latest 4.25. Can anyone confirm, this is a bug, a not only me?
This is fixed in our Dev-Rendering branch, but fix didnāt make it into 4.25.
Hereās a link to the change at github, if you want to integrate it into your local version:
https://github.com/EpicGames/UnrealEngine/commit/6c53f67fb9b3f94496a0cd643c174619e0935b59#diff-fd26b644b742b6cdd5a8ffcb0f2dad61
Thank you a lot!
Is it possible to update a RVT at runtime (as for moving objects) in 4.25? or when will that be possible?
Iām having a hard time Using UDIMs, it seems to apply the texture 1001 to all uv spaces. Checked all the UVS in unreal and they are in the correct UDIM space. Attached multiple images.
Iāve got UE crash everytime when I try to convert texture which consists of 9 UDIM tiles to virtual texture. Can anyone help me with that?
Assertion failed: D3D12Resource != nullptr [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Commands.cpp] [Line: 1237]
UE4Editor_Core
UE4Editor_Core
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RHI
UE4Editor_Renderer
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
@ I donāt see anything obviously wrong with your screenshots (besides the fact thatās itās not working of course). Check to make sure āVirtual Texturingā is enabled in your project settings. If you open the UDIM texture in Unreal, do you see all the UDIM pages in the texture window? What about if you make a simple material that samples the texture, and offset the default UVs by 1.0 in either X or Y direction, can you get that to show a different UDIM page?
Sorry for the bump, but Iād love to know whether the composite texture feature will be supported in the future.
@The_Distiller Itās intended to work (I wrote code to handle it), but it never really got tested. Iāll try to get it fixed for a future release, but not sure when it will fit into the schedule.
Alright I feel dumb, looks like I didnāt have the project setting on for Virtual Texturing. It is now partially working, I was able to move the uvs around and see that all of them are there. Its like half the udims are working now.
After digging some more, anything that is above the 1V space isnt working correctly. everything that is 0-9U is unless its Above 1V.
Right, UDIM V axis is wrong in 4.25. This is fixed in https://github.com/EpicGames/UnrealEā¦a8ffcb0f2dad61. This fix will possibly be in a 4.25 point release, or 4.26 at latest.
I am now staring at a wall of code, I do appreciate that you think I am smart enough to understand what to do with this. But I donāt know the first clue.
Youāll need to integrate that git change into your local code repository and rebuild the engine. That will be a fair amount of work if youāre not used to git, or building UE4 from source yourself (and outside the scope of this forum topic).
If you donāt want to tackle that, you need to wait for an official release that contains the fix. In the meantime, you can try working around the problem by limiting yourself to UDIMs sheets along the U-axis. If you need to use the V-axis, I think you may be able to work around the bug with some additional material nodes. Try transforming your V texcoord like this in the material, before sampling from the UDIM:
v = (1.0 - floor(v)) + frac(v)
This will get fixed in a future release, so if not a priority, wait for it, same as I do now. Or learn how to compile from source, then its easy, you just copy-past the coded provided above
Yup, I have tried to do it. I will be waiting for the fix in a release and will rework my models till then.
We were using virtual texture lightmaps in 4.24, we just updated to 4.25 and all our lightmaps are broken and we can only bake lighting that works by turning off virtual texture for lightmaps in the project settings.
The results with virtual texture on are basically as if there were no shadows at all, and no global illumination. Very harsh lighting with generally incorrect data (random colors on strange surfaces). Any chance this is related to the UDIM bug I am seeing posts about above (do lightmaps use UDIM under the hood)? I bugged it from the editor, but curious if this is a known issue. Thanks.
Lightmaps donāt use UDIM (also udim bug has always been there), so this is likely something different. First Iāve heard of it, I will try to investigate soon.
Thanks very much for the response, bummer that it is not something known. Several people have posted in the main 4.25 update thread about this same problem (with screenshots that show identical results to what we see) so I donāt believe it is unique to our project.
hey I have a question for you.
Within a material I am able to convert the Runtime Virtual Texture Sample to a parameter.
This works and allows you to edit the material instance by assigning it a new VT
Obviously, one would also have to change the render target in the volume and in the landscape VT parameter.
As you can see (because ā2ā has color) The texture is correctly rendered.
However the landscape material is not actually using the instance modified value / All I get is black.
I was hoping to use this method to be able to instantiate a different instance per world composition tile map.
End up with a set of assets for each tile somewhat like this
Instead of having to also have a separate material for each VT.
Any word on this / a different pathway to bring the improvement to World Composition?
Also, maybe you can raise the issue with whomever is in charge of world composition - it would be nice to have the option to import tiles with the automated creation of these files, since they would all probably (because of biomes maybe not) mostly be the same.