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    When I import UDIM texture directly from file, it flips textures in Y direction, X imports fine. I am on the latest 4.25. Can anyone confirm, this is a bug, a not only me?

    Comment


      This is fixed in our Dev-Rendering branch, but fix didn't make it into 4.25.

      Here's a link to the change at github, if you want to integrate it into your local version:
      https://github.com/EpicGames/UnrealE...a8ffcb0f2dad61

      Comment


        Originally posted by beningram View Post
        This is fixed in our Dev-Rendering branch, but fix didn't make it into 4.25.

        Here's a link to the change at github, if you want to integrate it into your local version:
        https://github.com/EpicGames/UnrealE...a8ffcb0f2dad61
        Thank you a lot!

        Comment


          Is it possible to update a RVT at runtime (as for moving objects) in 4.25? or when will that be possible?

          Comment


            I'm having a hard time Using UDIMs, it seems to apply the texture 1001 to all uv spaces. Checked all the UVS in unreal and they are in the correct UDIM space. Attached multiple images.
            Attached Files
            Last edited by esjamesguard; 05-11-2020, 03:04 PM.

            Comment


              I've got UE crash everytime when I try to convert texture which consists of 9 UDIM tiles to virtual texture. Can anyone help me with that?
              Code:
              Assertion failed: D3D12Resource != nullptr [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Commands.cpp] [Line: 1237]
              
              UE4Editor_Core
              UE4Editor_Core
              UE4Editor_D3D12RHI
              UE4Editor_D3D12RHI
              UE4Editor_D3D12RHI
              UE4Editor_RHI
              UE4Editor_Renderer
              UE4Editor_RHI
              UE4Editor_RHI
              UE4Editor_RHI
              UE4Editor_Core
              UE4Editor_Core
              UE4Editor_RenderCore
              UE4Editor_Core
              UE4Editor_Core
              kernel32
              ntdll

              Comment


                esjamesguard I don't see anything obviously wrong with your screenshots (besides the fact that's it's not working of course). Check to make sure 'Virtual Texturing' is enabled in your project settings. If you open the UDIM texture in Unreal, do you see all the UDIM pages in the texture window? What about if you make a simple material that samples the texture, and offset the default UVs by 1.0 in either X or Y direction, can you get that to show a different UDIM page?

                Comment


                  Originally posted by The_Distiller View Post
                  beningram Looks like the composite texture workflow for character roughness maps doesn't work with virtual textures. Can you look into it? Thx!

                  Click image for larger version Name:	VT_N_Rough.jpg Views:	0 Size:	143.6 KB ID:	1741972

                  beningram Sorry for the bump, but I'd love to know whether the composite texture feature will be supported in the future.
                  ArtStation - Portfolio

                  Comment


                    The_Distiller It's intended to work (I wrote code to handle it), but it never really got tested. I'll try to get it fixed for a future release, but not sure when it will fit into the schedule.

                    Comment


                      Alright I feel dumb, looks like I didn't have the project setting on for Virtual Texturing. It is now partially working, I was able to move the uvs around and see that all of them are there. Its like half the udims are working now.

                      Attached Files

                      Comment


                        After digging some more, anything that is above the 1V space isnt working correctly. everything that is 0-9U is unless its Above 1V.

                        Comment


                          Right, UDIM V axis is wrong in 4.25. This is fixed in https://github.com/EpicGames/UnrealE...a8ffcb0f2dad61. This fix will possibly be in a 4.25 point release, or 4.26 at latest.

                          Comment


                            I am now staring at a wall of code, I do appreciate that you think I am smart enough to understand what to do with this. But I don't know the first clue.

                            Comment


                              You'll need to integrate that git change into your local code repository and rebuild the engine. That will be a fair amount of work if you're not used to git, or building UE4 from source yourself (and outside the scope of this forum topic).

                              If you don't want to tackle that, you need to wait for an official release that contains the fix. In the meantime, you can try working around the problem by limiting yourself to UDIMs sheets along the U-axis. If you need to use the V-axis, I think you may be able to work around the bug with some additional material nodes. Try transforming your V texcoord like this in the material, before sampling from the UDIM:

                              v = (1.0 - floor(v)) + frac(v)

                              Comment


                                Originally posted by esjamesguard View Post
                                I am now staring at a wall of code, I do appreciate that you think I am smart enough to understand what to do with this. But I don't know the first clue.
                                This will get fixed in a future release, so if not a priority, wait for it, same as I do now. Or learn how to compile from source, then its easy, you just copy-past the coded provided above

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