If you make the terrain in unreal, you can actually just right click the height layer in the landscape panel and then export it and re-import as a texture. Obscura's suggestion for using a render target would work if you had a massive world and the resolution of the required texture would be too large. virtual texturing…
In this case i would say thats not the case for offline rendering. There is no per face assignment happening in the background. Doesnt UDIMs in Unreal work like virtual texturing. One giant texture and a lookup table?
We're experimenting with virtual textures for this purpose. Though the majority of assets are still using one texture set of 2k or below so it's not really showing an impact in any way until you force it I assume.
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Hi all ! nice contributions so far :) and loving phanthanhtruc's texturing work (even if it's modeling comp above all). Here's my (virtual) arm :\ with a little "venusian texturing" test It's exactly 200 tris.
I didn't even notice when we talked earlier, but your blades of grass are virtually identical on the texture sheet aside from their size. You could probably get away with scaling up the smaller ones and overlapping them to save some texture space. Also, lighten up the head of the cattail and add some texture to it. This…
What you see in the viewport on your model is a virtual texture and this sets the resolution of that texture. Raising it can help with flickering and directly afects the displayed resolution of the texture in the Mari viewport. I usually keep that set fairly low, I don't see much if any tearing or flickering and it doesn't…
Hello Polycount! Still somewhat new to this site. Made an account about six years ago when I was first starting out in 3D, then became a lot more active on Facepunch's TF2 thread where a lot of my skills grew. Nowadays I'm working on a 3D fighting game in Unity, hoping to recreate that early 90's 3D feel. Like the title…
good find - I didn't know those dbuffer nodes existed. for the tiling issue - make a 2 or 3 versions of the material and use a world space mask (noise texture or something) to blend between them also go read about virtual textures - they're for making this sort of thing cheaper and better
Does it looks the same when you don't use virtual textures (the settings you posted above should not affect your single asset that much - this is more about load balancing .. kind of, also this does not tell if you are using VT for your texture slots)