Virtual Texture support for your project enables you to create and use large-sized textures for a lower—and more consistent—memory footprint at runtime. RVT supplies an efficient way to render complex, procedurally generated, or layered materials. This makes RVT ideal for rendering complex materials for Landscapes. It enables improved rendering performance and workflows for Landscape Splines, decals for meshes and materials, along with general Landscape and object blending. The unreal Sensei provides a great tutorial on how to set up virtual textures: The unreal engine documentation can be found here: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/VirtualTexturing/ The process is divided into four parts: 1. Enabling VT in the project 2. Creating Runtime Virtual Textures 3. Landscape Master Material for RVT 4. Asset Master Material for RVT 1. Enable virtual Textures and mobile support in project settings. As simple as it sounds, also enable mobile support. The projec...
Volumetric lighting is something I've been using more and more in my projects and slowly, I'm starting to get the hang of it. With each new version of Unreal some interesting updates happen. Unreal Engine recently had a fantastic session at GDC 2018 covering this. Here are the main points. The first thing you'll need to create is a simple Directional Light. This represents the direction of the light from the sun. The Skylight is the indirect lighting that gets caught in the atmosphere. It comes from all directions back into the scene. The Skylight takes a cube map from the skydome image and gives precise richer colors and more light bounces. These can be configured in the World Settings under Num Sky Lighting Bounces. Volumetric lightmaps have replaced the sparse volume lightmap system and now has many more samples and a much larger density. This can be adjusted for larger scenes in the World Settings under Lightmass. Volumetric Lighting Detail Cell ...
A few days ago the latest update of Substance painter was released. And man is it good! Substance Painter 2019.3 introduces Photoshop brush presets support and automatic UV unwrapping for your meshes. Yes, you read that right. SP can now automatically unwrap your mesh, and it's pretty good too! As well as delivers various quality of life improvements. Photoshop Brush Presets Support (ABR) You can now use your Photoshop brushes in Substance Painter. By simply exporting your presets as an ABR file, you can now import them as regular brush presets. Presets contained inside ABR files will appear in the Shelf as individual brush presets. If you don't have ABR files to import, you can find a lot of them online: Kyle's Brush Presets on Adobe Brush Presets on ArtStation Brush Presets on DeviantArt Brush Presets on Cubebrush Support for Roundness and Flip A new Substance Alpha named Brush Maker Photoshop has been added to support parameters such as Roundness (scale the height of the...