![]() The value is stored normalized in the range of the minimum and maximum z coordinate from the RVT volume. When compression is enabled the mask is packed into the alpha channel of a BC3 format. This is the same as YCoCg Base Color, Normal, Specular but with an additional 8 bit "mask" channel intended for general use. When compression is enabled, three textures are used a BC3 texture holds the base color encoded in YCoCg format, a BC5 texture holds the normal X and Y, and a BC1 texture holds roughness, specular, and normal Z direction. Stores base color, normal, roughness, and specular. The other contains roughness, specular, normal Z direction, and normal Y. One texture contains base color and the normal X. When compression is enabled, two BC3 textures are used to hold the data. Stores the base color, normal, roughness, and specular. Under the Materials & Textures category, select a Runtime Virtual Texture. When they are within the bounds of a volume that uses one of their assigned RVT Assets, they are rendered to the runtime virtual texture.īefore an Actor is rendered to the RVT through the RVT Volume, its Materials must use the Virtual Texture Material Domain or use properly setup RVT Material Expressions.Ĭreate a new RVT Asset from the Content Browser using the right-click context menu or the Add New button. Individual scene Actors are assigned any number of RVT Assets. The RVT Asset is referenced by the following components:Įach Runtime Virtual Texture Volume placed in the scene is assigned a single RVT Asset. Think of this as the linchpin in the RVT system that connects your Materials and Actors in the scene that are rendered to the RVT. The Runtime Virtual Texture Asset contains the configuration details that will be used when creating the RVT in the scene. ![]() Use the following components to setup and work with runtime virtual textures in your Unreal Engine projects. In this guide, you'll set up a Landscape material and additional scene Actors to work with runtime virtual texturing. ![]() Set up one or more Primitives or Landscape Actors to render to the RVT Asset.įor a step-by-step guide to setting up RVT, see the Runtime Virtual Texturing Quick Start. This is used to place the RVT Asset in the scene.Ĭonfigure your Materials to write to the RVT Asset.Ĭonfigure Materials to sample from the RVT Asset. It is used to link all the components (Actors, RVT Volume, and RVT Materials) together to render the runtime virtual texture.Īdd a Runtime Virtual Texture Volume to the scene from the Modes panel. Use the following high-level steps to set up and use runtime virtual texturing in your project:Ĭreate a Runtime Virtual Texture Asset(s) in the Content Browser. The RVT caches shading data over large areas, making them a good fit for Landscape shading that uses decal-like materials and splines that are well suited to conform to the terrain. A Runtime Virtual Texture (RVT) creates its texel data on demand using the GPU at runtime, and works similarly to traditional texture mapping. ![]()
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