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  • replied
    hey beningram I have a question for you.

    Within a material I am able to convert the Runtime Virtual Texture Sample to a parameter.
    Click image for larger version  Name:	customvt.png Views:	0 Size:	179.1 KB ID:	1765163
    This works and allows you to edit the material instance by assigning it a new VT
    Click image for larger version  Name:	customVT (2).png Views:	0 Size:	17.6 KB ID:	1765164

    Obviously, one would also have to change the render target in the volume and in the landscape VT parameter.
    As you can see (because "2" has color) The texture is correctly rendered.

    However the landscape material is not actually using the instance modified value / All I get is black.

    I was hoping to use this method to be able to instantiate a different instance per world composition tile map.
    End up with a set of assets for each tile somewhat like this
    Click image for larger version  Name:	customVT (3).png Views:	0 Size:	35.7 KB ID:	1765165

    Instead of having to also have a separate material for each VT.



    Any word on this / a different pathway to bring the improvement to World Composition?

    Also, maybe you can raise the issue with whomever is in charge of world composition - it would be nice to have the option to import tiles with the automated creation of these files, since they would all probably (because of biomes maybe not) mostly be the same.
    Last edited by MostHost LA; 05-22-2020, 06:04 AM.

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  • replied
    I have very odd issue with landscape. Using world composer, I imported terrain tiles, and corresponding VT, using the 4.25 fix provided above for importing UDIMs. But, if I overlay VT diffuse on top of landscape, on one of the axis its like 1 tile back, as you see on the image. I get get it pretty close to what it suppose to be, by adding 0.999999 value to V coordinate, but its s till not 100% match. Any idea, what is going on? I tried many combinations, like making tiling scale 2017, 2048, adding different values to it - no luck =(

    Click image for larger version

Name:	whelp.jpg
Views:	92
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ID:	1762789

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  • replied
    Thanks very much for the response, bummer that it is not something known. Several people have posted in the main 4.25 update thread about this same problem (with screenshots that show identical results to what we see) so I don't believe it is unique to our project.

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  • replied
    Lightmaps don't use UDIM (also udim bug has always been there), so this is likely something different. First I've heard of it, I will try to investigate soon.

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  • replied
    We were using virtual texture lightmaps in 4.24, we just updated to 4.25 and all our lightmaps are broken and we can only bake lighting that works by turning off virtual texture for lightmaps in the project settings.

    The results with virtual texture on are basically as if there were no shadows at all, and no global illumination. Very harsh lighting with generally incorrect data (random colors on strange surfaces). Any chance this is related to the UDIM bug I am seeing posts about above (do lightmaps use UDIM under the hood)? I bugged it from the editor, but curious if this is a known issue. Thanks.

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  • replied
    Yup, I have tried to do it. I will be waiting for the fix in a release and will rework my models till then.

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  • replied
    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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  • replied
    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)

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  • replied
    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.

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  • replied
    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.

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

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  • replied
    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

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  • replied
    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.

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  • replied
    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.

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  • replied
    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?

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