Announcement

Collapse
No announcement yet.

Virtual Texturing Feedback

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

    #61
    Originally posted by beningram View Post
    > does this work at all on mobile?
    Not in 4.23. It's technically possible to make it work, so it should be supported in some future UE4 release.
    So, no UDIMs for mobile either until further notice ?

    Comment


      #62
      Yeah, UDIM textures require VT to be enabled/supported.

      Comment


        #63
        thanks beningram!

        I also noticed the virtual texturing material domain, what's that for?
        I found looking around for something that i thought i read once where it said that when virtual texturing came out there would be something where you could have multiple shading models in one model?

        Comment


          #64
          YuuJin

          I also noticed the virtual texturing material domain, what's that for?
          That's used for Runtime Virtual Texturing specifically, there is some material setup along with asset and actor setup in the level to use it. We'll have docs that break down both Streaming and Runtime VT at release.


          I found looking around for something that i thought i read once where it said that when virtual texturing came out there would be something where you could have multiple shading models in one model?
          For this one, you're referring to the "From Material Expression" blend mode that can be used in a Material to have multiple shading models. When you enable this blend mode and use the Shading Model expression in the graph you can assign a shading model to parts of your graph. We'll have a doc page for that as well at release.
          Tim Hobson | Learning Resources | Epic Games
          UE4 Documentation

          Comment


            #65
            Originally posted by Tim Hobson View Post
            For this one, you're referring to the "From Material Expression" blend mode that can be used in a Material to have multiple shading models. When you enable this blend mode and use the Shading Model expression in the graph you can assign a shading model to parts of your graph. We'll have a doc page for that as well at release.
            This looks like some serious Voodoo! Can't wait to see this working!
            Nilson Lima
            Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
            Join us at Discord: https://discord.gg/FUwTvzr

            UE4 Marketplace: Cloudscape Seasons
            supporting: Community FREE Ocean plugin

            Comment


              #66
              Hi Tim,

              I have a question about virtual texturing in regards to optimising draw calls:

              From my understanding, virtual textures are all atlased up into one giant texture, from which only the relevant parts are streamed at runtime. Is this correct?

              If true, let's say I have a bunch of material instances coming one Parent material, the only difference between them being the base color textures. Would changing those textures to virtual textures mean that these material instances get batched into one draw call? (since they're essentially coming from the same giant atlas)

              Comment


                #67
                In principle using VT could improve batching. In practice this optimization hasn't been implanted yet, but it could be transparently applied at some point in the future.

                Comment


                  #68
                  this gonna be soo awesome!!! when;s the official release?
                  do you know off the top if all of those shading models are raytrace friendly? or maybe there's up to date raytrace material documentation that I don't know about hidden somewhere?

                  Comment


                    #69
                    https://docs.unrealengine.com/en-US/...ing/index.html
                    nevermind stumbled across it myself, still have issues with trying to get the digital humans to not look weird with the raytraced translucency issues though

                    Comment


                      #70
                      is it possible to mix virtual textures with non virtual textures in a shader in raytraced mode?

                      I seem to be getting a lot of crashing trying to convert an originally textured head from vray to unreal.
                      I'm copying shaders from the meet mike digital humans package. and slowing inserting virtual textures in the material constantly causes crashing, I was wondering if there's some gotchas I don't know about when mixing shaders for virtual textures

                      Comment


                        #71
                        It should work fine to mix virtual/non-virtual textures in the same material. Virtual textures are not currently supported in ray-traced shaders however.

                        Comment


                          #72
                          there are ray trace specific shaders? are those new?
                          on my opaque,default lit stuff is still looking fine with raytracing and virtual textures, same somewhat on the skin shaders in the digital human projects

                          raytracing just seems to have problems on the translucent objects
                          haven't tried virtual texturing on translucent things though

                          Comment


                            #73
                            Originally posted by YuuJin View Post
                            there are ray trace specific shaders? are those new?
                            on my opaque,default lit stuff is still looking fine with raytracing and virtual textures, same somewhat on the skin shaders in the digital human projects

                            raytracing just seems to have problems on the translucent objects
                            haven't tried virtual texturing on translucent things though
                            I'd assume the problems are on raytraced reflections and GI

                            Comment


                              #74
                              Hi, I am having issues with Unreal crashing when I import 1 of 24 UDIM images to use as Virtual Textures, I have updated to the latest 4.23 version, and restarted both the engine and my computer several times.
                              When I first got the 4.23 release, the Virtual Textures imported just fine, but then this problem started happening and I have not found a solution since then.

                              This is the message I get after the crash occurs:



                              Unhandled exception

                              VCRUNTIME140
                              UE4Editor_Engine
                              UE4Editor_UnrealEd
                              UE4Editor_UnrealEd
                              UE4Editor_UnrealEd
                              UE4Editor_UnrealEd
                              UE4Editor_UnrealEd
                              UE4Editor_AssetTools
                              UE4Editor_AssetTools
                              UE4Editor_UnrealEd
                              UE4Editor_UnrealEd
                              UE4Editor_Engine
                              UE4Editor_Engine
                              UE4Editor_UnrealEd
                              UE4Editor_UnrealEd
                              UE4Editor
                              UE4Editor
                              UE4Editor
                              UE4Editor
                              UE4Editor
                              kernel32
                              ntdll


                              Any idea what is going wrong?

                              edit:

                              I missed this in the crash message: Assertion failed: [File:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 186] Ran out of memory allocating 18446744073441116160 bytes with alignment 0

                              So its a memory issue, as previously reported by other users on here.

                              Last edited by Limkork; 08-29-2019, 12:43 PM.

                              Comment


                                #75
                                I am struggling some more now, after I imported my 24 4k udim textures and created the VT, I apply it to my model (with the proper udim layout), but the textures just plaster themselves seemingly at random all over the model, just a small porting of the model gets the proper texture, while the rest looks like a piƱata exploded over the whole scene....What am I missing?

                                Comment

                                Working...
                                X