good find - I didn't know those dbuffer nodes existed. for the tiling issue - make a 2 or 3 versions of the material and use a world space mask (noise texture or something) to blend between them also go read about virtual textures - they're for making this sort of thing cheaper and better
Does it looks the same when you don't use virtual textures (the settings you posted above should not affect your single asset that much - this is more about load balancing .. kind of, also this does not tell if you are using VT for your texture slots)
There are too many things to respond to, so I just want to throw in my two cents :P I think it's sad that it's so easy to just literally steal other people's work nowadays (I mean like copy and paste or tracing). This is just stealing, so I don't think anyone is in disagreement about that. However, you can look at a lot of…
Project Name: Planet Postmoderna Planet Postmoderna - Currently in a Phase I, a virtual world demo. Brief Description: Postmoderna has been in pre-production since early 2008, and we are currently using Multiverse for the prototype. This project is designed to be fully organic and will be built by the players' efforts.…
Thanks! By the way this way would be cheaper than using textures? I can see the benefit to get rid of textures and have virtually unlimited resulotion with parametric gradients, but can this make the material so complex that it's not worth it at some point? When a lot of color variation runs on the map at the same time? Or…
Hi everyone! I'm a mostly-self-taught artist and I'm trying to learn as much as I can to give myself the best possible chance in the games industry. I especially like making and texturing props, although I'm trying to figure out environment art as well. I have a terrible habit of starting projects and then not finishing…
Dropping a quick work in progress here. Same style as the dumpster. I need to do some polish on it and it'll be good to go. I'm a bit over budget if you consider the full asset (1100 tris) but the texture actually applies to a quarter of the mesh so this puts me virtually into budget isn't it? :P Texture is 256*256
The Company We create exquisite context-aware user experiences, from visualisation tools for architects to user interfaces for the world’s leading airlines, enabling our clients to capitalise on new technology and strengthen their brands and products. Neutral Digital is pioneering the use of augmented and virtual reality,…
adding to the above, saturate limits an input between 0 and 1. step forces a value to be 0 or 1. the 1D texture idea could work so long as it's not interpolated on at all, but that's introducing another texture sample (and potential user error) when an intrinsic function is provided. it's virtually guaranteed to be the…
The issue has a take tank model, I have created and it's using about 51 UDIM(s) set, I have successfully textured it inside of Painter. I have exported the maps as well all, at 4K texture maps. I have an issue right now where I try importing one texture map and it crashes UE4.26. Also, virtual streaming is turned on. If…