Announcement

Collapse
No announcement yet.

Spline Decals?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Ok so after some tests, it looks like the quality of the virtual texture is relative to the size of the RuntimeVirtualTextureVolume which make this unusable on landscape for almost every project, even while setting the size of the virtual texture in the RVT asset to 8 (max value), unless you work on a landscape smaller than a RuntimeVirtualTextureVolume with scale of 10000*10000 max.
    While using it on a 8km² lanscape it goes from this : Click image for larger version  Name:	HighresScreenshot00000.jpg Views:	1 Size:	548.8 KB ID:	1661769
    To this :
    Click image for larger version  Name:	HighresScreenshot00002.jpg Views:	1 Size:	278.9 KB ID:	1661770
    In fact, to get the same quality than in the first screenshot, I have to set the scale of the RuntimeVirtualTextureVolume to 5000*5000 which is not really usable
    Last edited by Haoris; 09-06-2019, 06:43 PM.

    Leave a comment:


  • replied
    Masked, no. Just use Translucent and then drive the blending with Translucent blend mode and an alpha mask plugged into Opacity input.

    There's no complex setup to achieve this. Just set up like you would any masked/translucent material except that it should use the Virtual Texture Domain.

    For the quality issue, it doesn't update every frame. I've typically reset it by using simulate or PIE for a refresh. there may be another way that I'm not aware of. I've only used VT for a short time while documenting the majority of it and doing some simple set up during this time.

    Leave a comment:


  • replied
    Originally posted by Tim Hobson View Post
    Haoris

    Here's a temporary link to the Runtime VIrtual Texture Quick Start guide until the page is published. This guide walks through using an existing Landscape material setup and converting it to use RVT. I specifically chose to use the simple Landscape material from Content Examples as a starting point, but if you have a properly setup landscape material that is already painted onto your terrain, you should be good to jump in and follow this guide to convert it to RVT. The "full black material" is pointed out in this guide and is part of the setup process.

    ​​​​​​​
    It works but is it possible to used a mask like decals so we can make path like this?
    Click image for larger version  Name:	Road.jpg Views:	1 Size:	504.2 KB ID:	1661643

    Also quality drop extremely low with this. I tryied increasing settings in the runtime virtual texture asset but landscape textures are still blurried like using a very low mipmap.
    Last edited by Haoris; 09-06-2019, 01:36 PM.

    Leave a comment:


  • replied
    Haoris

    Here's a temporary link to the Runtime VIrtual Texture Quick Start guide until the page is published. This guide walks through using an existing Landscape material setup and converting it to use RVT. I specifically chose to use the simple Landscape material from Content Examples as a starting point, but if you have a properly setup landscape material that is already painted onto your terrain, you should be good to jump in and follow this guide to convert it to RVT. The "full black material" is pointed out in this guide and is part of the setup process.

    ​​​​​​​

    Leave a comment:


  • replied
    Originally posted by Tim Hobson View Post

    Apologies, it looks like the Quick Start Gude for Runtime VT and the settings reference page didn't publish. I'll check on this tomorrow and we can get these out to you.

    RVT requires some specific setup that the doc doesn't go into super amounts of detail about.
    Thanks, I tryied to recreate the material of this doc (with runtime virtual texture volume set with a runtime virtual texture asset, etc) and the result is a full black material https://docs.unrealengine.com/en-US/...ime/index.html
    When switching to shader model 4 (which I guess doesn't support virtual texture) the material works, as intended by the feature switch node but as soon as I switch back to shader model 5, the material is full black.
    Last edited by Haoris; 09-06-2019, 11:06 AM.

    Leave a comment:


  • replied
    Originally posted by Haoris View Post

    That's cool but does somebody knows how to do this? There's nothing in the doc except a "you can do this" but without any explanation
    Apologies, it looks like the Quick Start Gude for Runtime VT and the settings reference page didn't publish. I'll check on this tomorrow and we can get these out to you.

    RVT requires some specific setup that the doc doesn't go into super amounts of detail about.

    Leave a comment:


  • replied
    Originally posted by jonimake View Post

    It's rendering the landscape spline into the landscape virtual texture during runtime. It does it by projecting it top-down. Basically we got spline decals now.
    That's cool but does somebody knows how to do this? There's nothing in the doc except a "you can do this" but without any explanation

    Leave a comment:


  • replied
    Originally posted by roughdominator View Post


    EDIT:
    Can somebody please explain what exactly are we seeing in this video?!

    https://youtu.be/HaQ2uTdH1yQ

    It's here in the docs:
    https://docs.unrealengine.com/en-US/...ing/index.html
    It's rendering the landscape spline into the landscape virtual texture during runtime. It does it by projecting it top-down. Basically we got spline decals now.

    Leave a comment:


  • replied
    Guys I guess we may be onto something with the new RVT in 4.23. Here is a snippet from Runtime Virtual Texturing doc:

    "A Runtime Virtual Texture (RVT) creates its texel data on-demand using the GPU at runtime and works similarly to traditional texture mapping. The RVT caches shading data over large areas making them a good fit for Landscape shading that uses decal-like materials and splines that are well-suited to conform to the terrain."

    My simple mind cannot connect the dots exactly but maybe someone with more brain power can shed some light?!

    Here is the link to the whole page:
    https://docs.unrealengine.com/en-US/...ime/index.html


    EDIT:
    Can somebody please explain what exactly are we seeing in this video?!

    https://youtu.be/HaQ2uTdH1yQ

    It's here in the docs:
    https://docs.unrealengine.com/en-US/...ing/index.html
    Last edited by roughdominator; 09-05-2019, 04:43 AM.

    Leave a comment:


  • replied
    As another user frustrated by the lack of spline decals for road and path building, I have to ask why has this not been given any attention by Unreal? Trying to integrate road/path/trail spline meshes with landscapes is extremely time consuming and difficult. The results are often disappointing with issues including z-fighting and rough edges that don't match the terrain. This needs to move up the priority list especially since this feature is already standard in other engines.

    Leave a comment:


  • replied
    Originally posted by BrUnO XaVIeR View Post
    This topic became an interesting quest.
    Yes, this picture you posted 2 years ago (****) explain why spline decals is a must have feature for a modern game engine
    https://i.imgur.com/yPC873B.jpg

    Leave a comment:


  • replied
    This topic became an interesting quest.

    Leave a comment:


  • replied
    Hey folks - I've pinged the team to see if I could get any updates on it, but haven't heard anything yet!

    Leave a comment:


  • replied
    any news on this? If this feature would be implemented by epic, how?

    Leave a comment:


  • replied
    Originally posted by Haoris View Post

    I see code about virtual texturing used with landscape spline but nothing about decals. Virtual texturing is texture array and a VRAM saving feature which is cool but it's not about texture projection on a surface.
    You just take a bunch of meshes and render them only into VT and that would be your decal system.

    Leave a comment:

Working...
X