Texturing with HDR images possible?
I would like to texture map my environment with HDRI OpenEXR images based on photography of a real location. These images are in linear color space and contain far more brightness information than a non-floating point format like targa can store.
Can anyone shed any light on whether texture mapping models with high dynamic range imagery (in any floating point file format) is possible in UE4?
asked Apr 08 '14 at 04:22 AM in Using UE4
If you then look at M_Procedural_Sky_MASTER_UE4 you can see how the material is setup. This relies on an .HDR file with a 16 bit float formatted texture. to work, it can be of non power of 2 formatted, as it's not required for this application. (es Unreal Imports .HDR files) Then use the SM_SkySphere in your scene, and override the default material with your new sky material.
My Question to Epic, is why it's so blurry, I've taken a 7K texture and loaded it in, and found no detail like what I saw in Photoshop, but if I take it, convert it to a 2048 x 2048, or 4096 x 4096 and load it onto a sphere it's crisp as heck. I've played with the LOD bias, as well as turning Mipmapping off, and no difference.
answered Apr 10 '14 at 10:39 PM
Thanks for the response DCrosby. Very clearly described and I will check that out.
Pardon my ignorance, but the method you describe seems to be geared towards sky boxes which some game engines treat as special cases for HDR textures. Can the same HDR material you describe creating be then applied to all your UVed scene geometry - wall, floors, tables etc?
Unfortunately, due to being in heavy production on a TVC in Maya right now, I am restricted to asking theoretical questions here rather than rolling up my sleeves and experimenting myself. So sorry if I come across as lazy.
answered Apr 10 '14 at 11:32 PM
Use EXR format than HDR. Then use 2d texture sampler, not cube map.
answered Jan 28 '15 at 05:10 AM
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