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Ue5 texture system explanation and common problem setting and Solutions
2022-07-29 06:25:00 【Yuulily】
2D texture
UE The default is BC1 BC3 The normal uses BC5 HDRI Uncompressed That is, no compression
Gray scale image and replacement use the same compression method, but the selected channel is different , For gray scale R passageway , The replacement uses A passageway
** Be careful :** The human eye is more sensitive to green , Other channels use 4 individual bit G The passage uses 6bit, More 2 Bytes , Carrying more information ;
commonly ORM Three channel diagram , That's why , hold Roughness This gray-scale image is usually placed on the green channel, that is G passageway ;AO and
Metalness The maps are put into R Channels and B passageway ; In this case , Sometimes, mosaics still appear in highlights ,G The accuracy of the channel is not enough , At this time, we need to use another uncompressed way ;
Sampling methods

Hierarchical texture MipMap


Case study : Mapping can be set in the details panel whether to enable streaming ;
Can pass statistics Turn on statistics to see how much content the current texture occupies ;

You can view the resolution of the current texture by displaying the texture resolution 

Green here is equivalent to 2 Times the state running display , Too much occupation ;
Set it here to 3, You will see that near white is good ;



UE The default texture stream is sent to 1G The content of accounts for the consumption , Sometimes it's not enough , Manual required
r.streaming.poolsize 1000 ( Default )
Preheating can be turned on when the movie rendering queue , Prevent loading frame loss , Fuzzy etc ;
Cubic texture 
Dynamically create Cubic texture


Through scene capture , Create a cube texture ;
The next example is to use this cube texture , Make an indoor mapping effect ; Make a material first ; Then designate Give the plane , You can see a simulated indoor effect ;



Cube texture makes sky ball :
First put a ball into the scene , Then adjust the size to larger ; Create a new shader , Open both sides , Just give it self illumination ;


Volume texture
Commonly used in cigarettes , Fog , cloud , The atmosphere , water , Sea water , lakes , The production of assets such as pools ;
Case study :
Create a new shader M_NoiseGen, Create a new one actor, Put it in the scene , Began to run , Generate a cube texture from the blueprint ; Then right-click to create a static texture ; Then right-click to create a volume texture ;




Next, I can test what I can do ; New shader , Drag the cube texture in ; Then, after compilation, there will be the effect of pool ripples bouncing back and forth ;


Render Target Render Target




The square on the picture is through r.vt.borders 1 open 

Load different density according to the camera distance Tilling Number of maps ;

UDIM xxxx.100x perhaps xxxx.101x The last number represents horizontal , The penultimate number represents vertical ;


Usage method :
1、 Turn on virtual texture ;
2、 Right click to create a runtime virtual texture , Set related parameters ;

3、 Use... In the scene ;
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