Mobile Material Texture Resolution Problem
I tried to make the landscape material from the "Stylized" game work on my mobile. First I had to delete the shore and wave parts of the material in order to make the material appear at all, because it had to many texture sampler node in it.
Then it showed up but the texture resolution is completly different on my Galaxy S4 than it is inside the mobile previewer. Is this because there is math on the UV Nodes. The docs say this should be avoided. Even tough many off the sample content materials have math on the UV nodes and they still seem to show up correctly on Galaxy S4.
How to improve this material, so that it shows up correctly?
Here is the mobile preview version:
And here its how it looks on galaxy S4:
asked Oct 27 '14 at 12:36 AM in Using UE4
You may be able to fix this issue by using this approach. Take all of the UV math an place it into one of the custom UV slots. these can be added by going into the material attributes and setting custom UV's and set the number pending on how many custom UV's you would need.
Let me know if this helps you with the issue that you have been seeing.
answered Nov 06 '14 at 07:38 PM
[Epic] Gribbs ♦♦ STAFF
Landscapes on mobile:
Component sizes larger than 128x128 vertices are not supported, for example 127x127 quads with 2x2 subsections. Larger component sizes would require more than 65536 vertices in a vertex buffer, which will overflow the 16-bit index values. Attempting to use a larger size will cause rendering corruption. In this situation, setting MobileLodBias=1 will solve the problem as it reduces the number of vertices in the component.
That was causing the disruption ;)
Maybe this "disruption" should be visible in the mobile previewer as well?
Edit2: Maybe it has also do with scaling of the texture coordinates. Not sure if this max component thing is still valid.
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