Working with a + 8k texture/spritesheet

Hi !

I’m working on animated deferred decal using the flipbook function in the material editor.

Each sprite in my spritesheets is 1024x1024, so my spritesheets can go up to more than 8k (for example, I’ve got one with 90 frames, so my file is a 9k x 10k), and the engine don’t like that… With a +100 frame image, the engine crash… Is there a way to avoid a crash when loading a very big texture ?

Also, I’ve got another problem with the files loaded with success : I want to use the “Pad to power of two” option in the texture setting to allow a mipmap gen for my sprites (the animation look weird with all the pixel fighting). But when I select it with a big texture, there is another crash…

To sum up, How can I work with more than 8k texture, using them as spritesheet in the material editor ? (I don’t want to use the paper flipbook 2d, but a deferred decal, to be used on meshes)

You would have to split up your animation frames across multiple textures. The 8k limit is kind of hard coded (has to do with how many mip maps the engine
supports.)
For two textures, the first with 45 frames and the second with 45, would require an additional if node where you switch betwen the textures when your driving value reaches 0.5.

Also, you might want to consider using a media texture instead. (Dont know off hand if that works with decals though…)

Everything works fine when splicing the spritesheets.

Thank for your reply !