Thanks! RVT is not exactly the case I have. I am using Streaming Virtual Texturing that sadly do not support sampling into Opacity Mask channel so I have to… duplicate textures. Feelsbadman.
Thats awesome. Thanks for the tutorial to!
btw, one thing that isn’t immediately clear. Does this support runtime changes and collision?
if so, we can finally create non voxel modifiable landscapes… I’ll have to run some tests… if you happen to reply please quote so I get a notification
Hello,
Pretty new to Unreal, but a VFX Veteran. I am trying to replicate a bit of VFX work in Unreal and see how close I can get it. Now I am struggling with one basic thing already.
I have a character with UDIMs imported as an alembic cache, I have the UDIM textures as exrs and they import fine as Virtual Textures (Virtual texturing enabled and show VT in the bottom right corner)
When adding the VT texture to the base colour input of my material and apply the material to the entire static mesh, I get the UDIM 1001 correctly applied, but all other UDIMs show incorrectly.
When I view the texture in the editor I see the layout of all the textures (are they supposed to show UDIM 1001 in the top left corner and 1011 underneath? - different than UDIM standard)
The Static mesh has 2 UV layouts, but I use the main one representing the texture UDIMs, Otherwise UDIM 1001 would be incorrect
When I toggle the UV Layout on, in the static mesh editor I can only see UDIM 1001, a bit of 1002 and 1011. Here the UDIMs show correctly laid out with 1011 on top of 1001 and 1002 to the right of 1001. Is there another UV viewer where you can zoom out a bit?
So, I am not sure what and where things go wrong.
How are the UDIMs supposed to show up in the texture editor?
Can I see more of my mesh’s UVs, beyond 1001?
How do I get the other textures to the correct UDIMs?
texture naming is:
asset_basecolor.1001.exr
Thanks a lot
Did u tested that? I doubt collisions are possible…
Did anything changed to rendering a static mesh to RVT in 4.26 (Preview 4) ? Im missing the material domain setting like in the image below:
Yeah man, the exact issue I’m having… I’m losing my mind trying to figure it out. A bug perhaps?
So i found in 4.26 i was able to just write to RVT without need to plugin it into the material output (leaving it empty) I guess the Material Domain is thus not needed anymore:
I’ve tried that and it seems to work for the terrain/object blending thing but I’m not so sure it’s working with the SVT volume. I think VT is broken in the new preview, the virtual mesh thing definitely doesn’t work in this release. If anyone is getting that to work in Preview 4 I would love to know how.
I set RVT for my landscape composition in a way where each tile has it’s own landscape material, RVT volume and RVT asset. It works and makes my landscape material shader less complex as well as gaining good 2ms. But I couldn’t get textures to look consistently good at angles. It’s especially noticeable in VR. No matter how much I change resolution and feedback resolution factor I keep getting blurry textures at angles and at the edge of the screen.
What am I missing?
Is there a VT version of “no texture streaming”? I’m using the engine for cinematics and I get visible texture streaming issues using VTs.
Hello guys!
I’m doing building lighting with the Virtual Texture Lightmaps option active using 4.24, and I’m having a problem updating the texture mips.
The project I’m working on is an FPS, so the player will suddenly rotate the camera, but the mips update takes place very slowly.
This is not a problem when the scene is done, but adding some props the problem is very evident.
Follow the video with a test map with standard Lightmass configuration.
I tried to explore the Tile Size and Feedback resolution factor settings but it only made it worse, with regions not even being viewed for a long time.
Does anyone have any ideas on how to improve this?
thanks!
Did you ever figure this out? It pretty much renders large texture sets useless for anything outside games… if you care about things not looking buggy…
I am having to force the mips of all my virtual texture assets and keep them open in the editor, else they will 80% of the time use a low-res mip map for my materials. I have not the time to investigate, but maybe someone else has come across this before.
Is it possible to use POM or BumpOffset with RVT? Tryied both but looks broken
As of now - 2021, mid feb. - there’s still no improvement what so ever with RTV and tiled landscapes.
Additionally, I see no way to add Procedural Grass meshes into the RTV field. The hand painted foliage got this option. The Grass Types never did.
It’s sad to see obvious engine improvements being canned like this.
Using RVTs to make roads in UE4 terrain, trying to solve this flickering/shimmering issue that occurs with normals written to the RVT.
It appears to happen between mips, as when I move along the road it maintains a consistent distance from the camera. No setting I’ve been able to change on the normal texture, on the runtime virtual texture, or the RVT sample node has had any effect. It also isn’t related to the material as even the simplest material produces this issue. The only thing has any effect is setting r.VT.MaxAnisotropy to 0 which makes distant roads look horrible. Please help!
Did you find an answer to this?
Hi, unsure if I am reading this correctly, but are you suggesting that a landscape material that feeds into an RVT cannot drive procedural grass? I have this working if it’s a question of can/cannot. For my part, I copied the grass-logic and grass-output node into my RVT-material and viola, grass. Albeit it’s on the landscape and not the Virtual Heightfield mesh, but one can account for that in the grass material, as the worldheight can be read and used to adjust the object-pivot up so it rests on the VHFM and not the landscape…