Using Atlasses
Last updated
Last updated
Unreal has a strict limit of 64 simultaneous Texture Objects per Shader.
As of release 2.0, Atlasses are being deprecated and are only available on the Multi preset and should only be used if REALLY needed.
Atlasses are huge textures that are 4x4 Tiles, which are then split and processed separately. PANORA|make features full Support for atlasses, and when enabled a stack of 13 Materials can use only 5-6 texture objects total allowing for much more materials on the Landscape.
To enable the use of Atlasses, simply tick the checkbox. The atlasses affetcs the whole stack of materials.
The atlasses will affect the Base Color, Normal and ORM Textures. The 2 values below are for sampling the textures.
As using atlasses messes up with the textures mipmaps, workarounds need to be used to keep a balance between using mipmaps and keeping seamless textures.
The MMap Value affects how strong the mipmaps can be set. See the examples below :
As a rule of thumb, It's recommended to leave them as high as possible until artefacts start appear in your landscape.
Note that the above examples were shown using Unlit model for maximum clarity, however in game with TAA and other materials/objects in the scene it will be easier to hide the artefacts.
The Pixels Diff is the number of pixels cropped off the border of each individual maps. They are used to blend together the texture to reduce the texture bleeding effect. It's recommended to let it stay at 8 unless you need a more seamless texture in which case you can reduce the value. Reducing the value will affect the look of the texture further away so adjust with the MMap Value.
UV Variance, Triplanar, POM, Distance-Based UV Scaling options are still fully working with the Atlas textures !
MMap Value | Noise | Texture Bleeding |
---|---|---|
32
Very Heavy
None
256 (Default)
Very Minimal
Very Minimal
1024
None
Extreme