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Detail Texturing Node apply Texture Sample to UV set 1, but Texture Object to UV set 2?


I have a rock material where the mesh's base diffuse and normal is run through a Detail Texturing node based on 1 uv set. Now in order to maintain my 1 meter per 1024 texel density I want to run the detail diffuse / normal nodes with a 2nd uv set.

I could just "guess" and increase the scale value till it looks right, but the task is to maintain a 1024 per meter density.

If there's a better way to go about this, I'm all ears. However, as it is I can't hook up a texture coordinates node to a Texture Object which is required by the Detail Texturing node. Is there a way to use another "node" to convert a texture sample into an object?

Thank you for the quick responses!


Product Version: UE 4.18
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asked Jan 09 '18 at 01:08 AM in Using UE4

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avatar image Reihon Jan 09 '18 at 06:24 AM

I ended up going with a redesign of the object layout instead. Used the repeatable textures diffuse to drive the rocks entire color, then used merely the individual assets normal/ao/roughness and blended them with the repeatable version. Produced a nice result. Still have a seam from the diffuse color though. Wish I could fix that.

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