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