After seeing some posts asking about UE4 and udims, I decided to make some material functions and material templates for those people who would like to use this technique in their favorite game engine... Download here: https://www.dropbox.com/s/zzn7eb59i6b5q15/Udim.zip?dl=0 The collection contains: - 4 material functions -…
Great work! I was thinking of using it as a base and adding a few features to it: 1) Make a function that would go from 1001-1010 instead of the 4x4 square as it would require less changes in the models' UVs. 2) Make a series of switches to increase/decrease the amount of texture samplers that are being used and always…
It still doesn't work in 4.24 but a fix has been published on this thread: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1618618-virtual-texturing-feedback?p=1688979#post1688979 However it implies recompiling the UE source code yourself. Hopefully the fix will make it into 4.24.1.
@dendoneva - When you use the native support, you only need to import the first tile, and Unreal will automatically grab and import other tiles and you will be able to handle them as one asset which is much faster and more comfortable.
Hi @ElephantFury . You could add the 1001-1010. Adding the second thing would cause a serious amount of shader recompilation time when you turn them on / off. BTW, UE 4.32 natively supports udims now, through the virtual texturing feature. Go check it out, as my one is obsolete in this case.
It is possible to use 2d arrays in the custom node but I was getting several issues with effectively looping them, and populating the array. The array dimensions had to be fixed for example. I will look more, maybe there is a way. I'm also not sure if it would be any cheaper then the manually unrolled loops. Its set up…
Hey man, recently came across this and learning about udims, can this be applied to just one texture for a asset, like I have a _MC texture map with only G and B channels being used, and in the blue channel there is 4 separate textures that need to be applied to the object, one in the botton right corner of that blue…