Vr materials

Hey guys!

Whats the best way to develop/ create materials for VR in UE4?

Thanks
Josh

What in particular do you mean?

For things such as probs eg. Old wooded plank with cuta abd chips out of it

still don’t really know what you mean. The material editor inside the engine editor doesn’t suit your needs?

I don’t understand what you mean either. Do you mean props* ? Material creation is no different for VR than it is for non-VR.

No the editor does suit my needs im sorry haha im trying to see if anyone has anyother ways of creating materials/ texturing asets for VR im just doing some research for my disertation

Like writing shader code directly?

I think he means that some materials don’t work great with VR and look flat like Bump Mapping for example.

Yes tcla75 also your ways to work around it like would you sculpt into the mesh

You can use the standard material editor which comes with UE4 to create materials for VR. There’s a lot of things you should avoid though.

-Don’t use Parallax occlusion mapping (POM) because it eats up your framerate
-translucent materials can cause a lot of overdraw if you’re not careful, which eats up GPU performance

A lot of do’s and don’ts are pretty much discovered through trial & error and lots of careful profiling.

Is that still the case in 2019, because Epic still has it listed as being preferable to normal maps here:

https://docs.unrealengine.com/en-us/…R/ContentSetup

Then I see something called displacement mapping, that actually creates polygons, but that’s even more expensive, I’m guessing?

General rule: have more vertices and less complex materials. Parallax occlusion is heavy, but I use it in not so complicated scenes, and it’s fine.
There are some additional recommendations for forward shading (‘Normal curvature to roughness’ in materials) and MSAA (use LODs and draw distance, because MSAA doesn’t like vertices overlay in one pixel).
Particle effects with large particles and other large billboards don’t work good in stereo.

Normal maps work fine, unless they simulate very bumpy geometry at large objects.