The simplest way to generate an accurate a curvature map is through genererating it from a tangent space normal map. And that does require uvs. Just saying. I've checked out a lot of ways to do this when I was making a material function for unreal for this.
I understand, but I do not want to use it for a real-time game, just for concept and personal stuff. I have used Corona renderer procedural maps frequently and I do not see a good reason why this would also not be possible with Unreal engine. I totally understand Nanite will not replace UVW's. I am just not as interested…
Is there a way to create procedural curvature maps and dirt maps in UE5? I would imagine UVW's would not be strictly necessary anymore for non-game/concept environments if you can use procedural texturing with tri-planar mapping + procedural curvature and dirt maps. Renderers like Arnold or Corona can create dirt maps and…
I know we're a step closer, but Nanite isn't the death of UVs. Textures still compress better and Nanite works best with virtual textures, which obviously require UVs ergo you shouldn't think of Nanite as the death of UVs. AFAIK Unreal doesn't offer an out of the box way to generate procedural maps. My personal opinion is…