x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Most efficient way to use many textures

Hello, so I have been baking textures for many static meshes in blender for my game, right now there are around 30 textures( normal, diffuse, AO,..) and much more to come. I was thinking of making a few 4096x4096 texture sheets where I'll have the textures for all the different static meshes next to each other in a grid, put them in a single master material, then attach parameters to metallic, specular, simple grass wind and other things so I can modify each model separately in a material instance, so a material instance for each static mesh. I'm posting here to see if the more knowledgeable and experienced people here know if this is the most efficient way to approach this or if there are better ways. Thank you for reading!

Product Version: UE 4.16
Tags:
more ▼

asked Sep 16 '17 at 11:58 AM in Using UE4

avatar image

usfshihy
16 1 2 4

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Atlases are somewhat useless in ue4, you would basically be loading the entire texture map while it only uses a small portion of it. Since 1 mesh + 1 material = one draw-call there is no real need to use an atlas.

You can find more gains by combining metal/AO/Roughness together in the RG and B channel separately and using it as one texture non s-rgb and hook up the right channel to the right input. (specular is rather useless in ue4 unless you use ores like diamonds)

generally speaking you often only need albedo, roughness, normal map, a mask for metal, and you can opt for AO. but there is obviously room for artistic expression.

more ▼

answered Sep 16 '17 at 12:22 PM

avatar image

Luos
9.2k 286 64 330

avatar image usfshihy Sep 16 '17 at 12:32 PM

Agreed, I was gonna make a "Masks" texture for the atlas to house the AO,spec and roughness. So what you say is that it would be better to have a material for each mesh and continue with the masks texture idea I had when starting out right?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question