Hello,
I posted a question on the >forum< which sadly has been ignored so far, so let’s try here… its actually multiple questions:
Its about Materials for mobile devices.
TL/DR:
A) Can I use math to adjust the UVs for mobile materials in Unreal Engine?
B) Why do I get the message of 3 Texture Samples in use, when nothing is connected to the material? This is a problem if I may only use 5 Texture Samples per Material on Mobile
The documentation reads: “Customized UVs should be used to avoid dependent texture fetches (no math on texture UVs).”
Does this mean I should not use UV nodes to rescale the textures? I have a base bump texture I use on various objects with different UV sizes… does this mean I should map this correctly within my 3D package and export it and not be able to vary anything in UE anymore, like rescaling the UVs? This would make me sad …
And another thing:
The documentation also says, that you may only use 5 texture samples. What I am wondering now, if I don’t connect anything to the Main Material Node, as in every attribute is not connected to anything, it tells me that three samples are already in use…
To troubleshoot I did the following:
Material is:
Surface > Opaque > Default Lit
I created a simple 0 Value and connected it to all available pins… Now it is reduced to 1 Texture Sample… but that does not make any sense… Help please! I found that two texture samples are being used when I do not connect anything into Ambient Occlusion, once I added my 0 to AO, the texture sample count dropped from 3 to 1. But I still have one going which does not make any sense…
The Material I am trying to setup is supposed to be a Basemat which has following options:
Basecolor: (3Vector) or Texture Sample (Tex Sample 1)
Roughness: Value or Texture Sample (Tex Sample 2) and Intensity
Bump: Texture Sample (Tex Sample 3)
or Normal: Texture Sample (Tex Sample 4)
Metallic 1 or 0
If I leave it as it is, i have 6 samples… and it obviously does not work. So I’ll try working around the AO, maybe by disabling the thing with a “1” but what exactly does it do? Can someone explain?
I am wondering why I cannot find anything about this, even though thousands of people use it to create mobile games… am I doing something wrong?
The workaround that I found and which is also advised in the documentation is, to use the Alpha of the Diffuse Map as Roughness Map. Which means I then don’t have 6 samples but 5 samples officially… but I am actually only using three and I do not understand it…
Thanks for the help!