Hi Polycount! intro: I've been a longtime lurker on Polycount, but haven't ever posted my stuff. I'd like to change that, as I've got a topic i'd love to discuss with the broader game artist community: Color ID maps (#colorID maps)- why they're possible in other programs such as substance Painter, but not feasible in UE4…
Vailias- thank you for the information! I'll be scouring the layered materials, and this is exactly the kind of information i was looking for- thanks for the writeup and for taking the time to respond- //ARCADELY
the concept would be if the mesh has 5 different materials, that would mean 25 different textures being sampled and being combined together. What does Wrap/clamp change a texture sample too?
So I'll be honest, not really sure I just read but you can get around the 16 texture sampler limit by changing the sampler source to wrap/clamp. Click the texture in material editor and you'll see the options.
The sampler limit is a hardware limitation. There are only so many memory registers for texture calls in the GPU. Substance can do it without limit really because its pre processes all those inputs on the cpu into only a handful (1 per channel max really) actual textures that actually get sent to the GPU. What you're doing…