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    [FEATURE REQUEST] Improve 2d Array Textures

    Hello Epic Games Developers,

    Please add a feature for 2D Array Textures, to be able to update the array without collecting it over again.

    When I want to edit one or more textures, they are not updated in the array.

    Even dragging the texture into the slot does not help.
    You have to create the array anew each time.


    Click image for larger version  Name:	all_UI.png Views:	0 Size:	212.0 KB ID:	1829468 Click image for larger version  Name:	update_button.png Views:	0 Size:	97.8 KB ID:	1829469
    Last edited by Leksey; 11-12-2020, 10:32 AM.

    #2
    Maybe people don't understand what arrays are for and where to use them. It is analogous to a texture atlas, but has a number of advantages.

    +
    - Works better with cache (especially for terrain). Higher productivity. A memory slot is always reserved.
    - There is no need to create a unique mapping for each object.
    - There is no need to fill the entire texture square, as it is necessary to do in the atlas. You can use two, three, four, five textures and there is no memory overuse. Only as many textures will be used as you have added.

    -
    - Textures should always be of the same resolution.
    - You have to update the texture array if you update the texture. (depends on how the technology is made).
    - We have to wait for the array to be overwritten. (Rebake can help if the guys from Epic Games implement such a feature).

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      #3
      Hi Leksey,

      I just wanted to let you know that I've passed this along to the team. As soon as there is any information/update, I will reply to the thread! Thank you for taking the time to write this feature request.

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        #4
        Hi Sam,
        Thank you!

        Comment


          #5
          I know this is a bit old and a bit off topic but related to pros and cons post. I'm new to arrays but using them for a low cost layer system. The issue is that it doesn't stream mips like traditional textures. My solution is manually calling the mip in the shader but I imagine that adds a fairly expensive cost.

          Any suggested solutions?
          Any plans for a fix in the future?

          Comment


            #6
            Originally posted by arvinmoses View Post
            I know this is a bit old and a bit off topic but related to pros and cons post. I'm new to arrays but using them for a low cost layer system. The issue is that it doesn't stream mips like traditional textures. My solution is manually calling the mip in the shader but I imagine that adds a fairly expensive cost.

            Any suggested solutions?
            Any plans for a fix in the future?
            arvinmoses
            Doesn't work, even if you use a Texture Group?


            Last edited by Leksey; 01-13-2021, 11:28 AM.

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