Do you mean texture arrays in one texture like The Witcher workflow? lele83 said: Is this the one you are talking about: https://80.lv/articles/ue4-gradient-array-mask-material/ Would be nice to have like 8 or even 16 materials in one. Is there a reason why ue4 or ue5 hasn't implemented this fully in the last 5 years?
@lele83 Thats good to know. The one on github: https://github.com/fracturedbyte/UE4-T2DA I understand this was a modified version of ue4. I am guessing it supported mipmaps. Without mipmaps, it is going to have a bad look in the distance and might affect performance since its using the full texture size so I think I get…
I still think there should be a way to do this in unreal engine especially with an array. The previous possibilities have been with modifications of the engine. I am curious why the Epic devs haven't looked into implementing it. Doing it in ue4 I think makes things faster and smoother.
Hi @@icegodofhungary I'm trying to do the same, I've found this (https://www.youtube.com/watch?v=fuvDy4lvGOM) but it's an old custom engine modification, in 4.26 it's not working (I've already tried :) ) and on 80lvl a guy basically tried to approach it without creating a tex2Darray but using a mask. On UE4 forums people…
@lele83 I'm not sure I understand what you suggest How would you use RVT to do texture lookups based on an index? In my understanding, RVT is basically a fancy and performant render target. The issue is in having many (potentially dozens) of different elements, all seperately unwrapped onto a tiling texture (meaning the…
@melviso I remember You can call mipmaps inside your shader (you can do that in UE4 too) the only downside is not really performance-wise, but I guess if you are using this approach for a shader that is going to cover your entire environment, maybe it would be affordable. @TECHNOBOG Drive your MIPS by camera distance is an…
I spent two days trying to re-create this method in Unreal. https://polycount.com/discussion/174377/witcher-3-blood-and-wine-architectural-material/p1 First I used an elaborate IF node tree and then I discovered the 2D Array Lookup node. I thought it would take the texture's UVs, split it into a given number, and then…