Virtual Texturing Feedback

The fps drop is immediate upon enabling virtual textures and restarting the editor.
Without even setting anything up for it.

I was hoping that setting things up would solve it, but either in native mode (is that what we call it? Converting all textures for the landscape to VT and fixing up the materials) or with the volume method the FPS don’t seem to budge back up.

Granted I’m on a 1080ti which is why I find this impractical. If i place a transparent gertner material on the landscape the fps is pretty much down to something like 30. Without VT it’s back up to about 60.

Hopefully it’s just a kink due to the fact this feature is in Beta. Can’t have something to optimize memory that destroys the overall rendering times…

Either way, at least before the 23.1 update it was really hard to even set things up to test. Pretty much constant crashes. Maybe now it’s better, but I would hold off until 4.24 as the torello board shows that the system is coming out of beta…

Thanks for the reply, YuuJin. I know texturing with world-aligned projections is possible. I’m using it (see attached screenshot). My question is:

  • would it be possible to use virtual texturing along with a landscape that uses it (world-aligned texture mapping)?

I gave up with using a virtual texturing for landscapes since I couldn’t get the endless thing to layer, so I don’t know all the rules, I’ve just gone back to doing a simpler material and attempting fancier things with landscape grass

I assume if you’re using a simple landscape material stack with less instructions it’d be doable

maybe **beningram **has a sample landscape with virtual texturing on it

Hi
I’m desperately trying to use Virtual Streaming Textures in order to load multi-UDIM textures, however it just doesn’t work.
I’ve enabled VT in the Settings and I’m using a 4x4 UDIM layout (1001-1004;1011-1014;1021-1024;1031-1034) which is a power of 2 but it still won’t work.

Please see my example below:

  1. Textures applied on plane mesh as seen in Mari & Maya viewports. The order is as expected:

  1. Textures applied on plane mesh as seen in Unreal Editor viewport along with mesh Detail. The order is wrong:

  1. UE Texture Editor view with Details:

  1. UE Material Editor with Details:

I’ve spent a few days trying to solve this so any help would be greatly appreciated!

Thanks

Am I really the only with this problem?
Has anyone ever managed to get UDIMs to read properly?

I posted my solution in post #105 of this thread

Thanks for replying. I saw your suggestion but renaming all the textures and shuffling all the UVs is more a hack than a solution.
It’s smart but not applicable to the hundreds of assets already textured in UDIMs that my production needs to function in Unreal.

Regardless of how the UE4 texture viewer displays the UDIM, the results should be correct when applied to a model. The 1001 image should apply to the 0-1 UV space regardless of whether it’s displayed in the lower left or upper left corner of the larger UDIM space.

So anyone knows how to fix this? Or its a bug to be fixed by epic?

Hey,
I don’t mind that the Texture Editor’s display doesn’t match how the textures are loaded in the scene.
The problem is that the order is unfortunately also wrong in the scene.
As you can see in my test case, the 1st row 1001-1004 is correct, but unfortunately all the other rows are jumbled.
My test case is a simple 4x4 tile plane with 16 UDIMs named accordingly. I’ve included images of how it should look in Maya & Mari as a reference above.
I’m trying to develop a common workflow for prerendered and realtime productions in our studio and this is currently one of the biggest sticking points.
Thanks

Ah sorry, I missed the part where you had applied the texture to a plane in engine. Everything else looks the way I would expect it to. What do the UVs look like on the plane mesh you’re using?

Answer here :

Hi,

Please find below an image showing how the UV layout is in Maya:

As a comparison, here is how the same model and textures behave in an Unreal scene (v4.23.1):


As you can see, it looks like the 2nd row (1011-1014) and the 4th row (1031-1034) are swapped.
Actually, what’s happening is that, aside from the 1st row, all the rows start from top to bottom (instead of the opposite).

This can clearly seen in this example below using 100 udims spread on 10x10 tiles (correct order in Maya on the left, wrong order in Unreal on the right):

Many thanks for looking into this!

also want to know how to use displacement with vt. is it possible know?

i couldnt find ‘Adaptive Virtual Texture method Jeremy mentioned in the live stream’

Anyone knows how to implement the Adaptive Virtual Texture method?

That, unfortunately, is way beyond of what can be answered in a single forum post.
You can start here.

So yeah that means its not very possible yet with ue4.23.

So another question: Is it even possible to ‘update’ or change a runtime virtual texture at runtime? (like a spline road tool) ?

E.g. when i spawn a actor at runtime, it wont draw the VT…

when use VT for landscape and turn on tessellation in landscape material, it must crash.
unreal 4.24 preview2

I made all these beautiful user cases and screenshots but got no answer :frowning:
All I’d like to know is whether this is indeed a bug, or if I’ve missed a setting somewhere.
And if it’s a bug, I hope this is fixable for 4.24 as it’s pretty essential to the functioning of Streaming Virtual Texturing.