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…
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 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…
So. I just checked it out , and the editor modeling tools allows you to do what you want. It can auto unwrap meshes, and also bake different kind of textures including ao and curvature.
Curvature/ao is generated by sampling the mesh or a normal map multiple times with some offsets in different directions and comparing it to the center sample. Imagine sampling those million poly meshes multiple time in realtime. Caching out the result into a texture would make a lot of sense, but you dont want uvs. so...…
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.
It's quite simple, I prefer UE5 because I get instant results at almost a render quality. Not to mention the great viewport performance. Iterating renders is extremely tedious work. UE5 excels at rendering environments and if you want to combine characters and environments it's much faster to iterate and view results…
"Is there a way to create procedural curvature maps and dirt maps in UE5?" "I understand, but I do not want to use it for a real-time game, just for concept and personal stuff." What are you actually trying to do ? Your first post is asking for a way to generate these things inside UE, while your last post seems to suggest…
You can generate quite a lot of things from the mesh itself - curvature included. in most cases though, if it was a good idea to do it in a shader then we'd already be doing it instead of paying for a texture. A texture will go faster and look better in all the situations you list