@ Eric - Cool! - I noticed the UDK docs have better shader examples than newer ones @ Pior, I was also considering a horizontal strip, where we would put the albedo on top, and then metalness, gloss etc always vertically below and work with UV offset to sample those, this would save you different sheets for metalness etc…
Unfortunately Unreal does not support texture arrays yet. The class exists but its not exposed. In 24, It was exposed, but creating a texture array asset didn't create anything. It even gave an error message saying that it was not created. In 25, its hidden now. There are several traces of future implementation though,…
Texture arrays are big lists of separate texture files that are treated like a single map at the time they're drawn- you could think of them as being a little like UDIMs in that you access a specific texture by index. You get the one draw call benefit of using an atlas without the limitations on tiling and the seams. The…
*caveat... I dont use unity at work so no idea what their implementation is like however Unity has support for texture arrays AFAIK the lookup cost is significantly less than loading a list of non arrayed textures - I think its kind of dealt with before it becomes a problem. Under dx11 I believe you must ensure that all…
I was able to make a 512^3 volume texture using this method. I also made a sampler that takes 2 samples of the full array and interpolates between them to get smooth Z. Performance seems to be fine. I'll post the results in a separated thread later as it doesn't relate to the original topic, but I thought this might be…
Yes that's correct @Obscura I would only need 1 tiling value for all these as we could just keep texel density consistent (to decent degree) for the UV (An atlas is what I take as an array of textures on one sheet from uniquely UVd meshes merely combined but sure this is also a kind of atlas, Photoshop term I guess > Color…
You'll need to slice up the detail swatch in the shader by messing with uvs. It's entirely possible. You'd be better off using texture arrays rather than an atlas though if the engine supports it- much less fuckery involved
Thanks guys , turned out our engine does full support of texture arrays too without any extra tricks ps, regarding recreating in Blender , Cycles does eliminate that seam at close distance but they still are in mips