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Runtime Virtual Texture setup to blend materials in UE5.3 (quick tut)

  Рет қаралды 1,087

Fireball VFX George

Fireball VFX George

6 ай бұрын

This is a short video version of my previous more detailed tutorial, which works well as a reminder on how to quickly setup RVT. Save it for the future use.
By setting up the Runtime Virtual Texture (RVT) we can organically blend landscape's/surface's material with material of any asset that comes into contact with that landscape/surface. Unfortunately, as of UE5.3, nanite meshes cannot write/sample RVTs, so by making the static mesh non-nanite allows this to work correctly.
CORRECTION: at 1:45, the second Transform Vector "from world to tangent space", should not be at Landscape/Surface Material section, but it should happen after two material blending instead. Furthermore, an additional Transform Vector "from tangent to world space" should be added for other/asset material as well. Basically, Normal texture's space has to be converted to "world space" before blending materials, and after the blend it has to be converted back to "tangent space".
#ue5 #unrealengine #runrimevirtualtexture #ue5tutorial

Пікірлер: 15
@SuperDheerj
@SuperDheerj 6 ай бұрын
Do add more videos like first one it’s very nice and unique style of yours
@FireballVFX
@FireballVFX 6 ай бұрын
Which first video?
@SBBBurney
@SBBBurney 4 ай бұрын
Hey there! Thanks for the video. I've run into an extremely annoying problem recently and I'm desperate as nobody seems to have either encountered this problem, or nobody knows how to fix it. RVT on my meshes works perfectly fine, up until it gets shadowed. As soon as a shadow is cast on a mesh that is receiving the RVT information, as in, the one that I'm trying to blend in, it gets.. messed up. As if there was a specular issue somewhere but I cannot find where. Tried everything, including completely getting rid of every possible instruction except for the Albedo, and even then, my colors do not fit whenever the object is shadowed. Any tips? Thanks.
@VelocityZap
@VelocityZap 3 ай бұрын
Same.
@manuelglez9347
@manuelglez9347 Ай бұрын
Try disabling Generate mesh distance fields under project settings, it causes a lot of issues with RVT
@SBBBurney
@SBBBurney Ай бұрын
Ended up disabling RVT completely and using vertex painting instead. Much better control too!
@mindped
@mindped 5 ай бұрын
does this work on nanite meshes? i am new to RVT and am trying to amke it work on a street geometry.... but seems to only work if nanite is off.
@FireballVFX
@FireballVFX 5 ай бұрын
You are correct, unfortunately, as of ue5.3, RVT can only work on non-nanite surface
@mindped
@mindped 5 ай бұрын
@@FireballVFX not exactly true... i got it working for adding decals to it.. its jus the initial mesh is black... but after that u can layer up other textures on top of it to contribute over that... My question now is... is there a way to export the final Virtual textures? And would that help performance in anyway? I often find turning the camera makes blurry vt for a split second... is there a way to improve that?
@FireballVFX
@FireballVFX 5 ай бұрын
@@mindped I am not sure what are you trying to achieve, but nanite meshes cannot write to virtual textures. Only by making the static mesh non-nanite allows this to work correctly.
@mindped
@mindped 5 ай бұрын
@@FireballVFXi have the ground.. and im trying ot make a giant virtual texture with decals mixed into it. all rendered to a runtime virtual texture. Going back you are correct.. the decals i had were on non nanite meshes. So heres a question for you.... Can i bake the normal , roughness, and color maps from the run time virtual texture and export them out to a big texture? So i dont have to rely on runtime after im done modifying it.
@FireballVFX
@FireballVFX 5 ай бұрын
@@mindped interesting question. I am not sure if decals can be rendered into RVT, as they are serving their purpose as being decals on their own, but there might be a workaround. I also never tried to bake RVT. Let me know if you will find a way.
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