Ryan-DowlingSoka / ReliefMappingWiki

Wiki documentation for the "GetRelief!" Unreal Engine Plugin.
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The material is blurred #1

Closed Mamubai closed 1 month ago

Mamubai commented 1 month ago

The plugin is very useful, but the material I made was blurry ![Uploading HighresScreenshot00001.png…]()

Ryan-DowlingSoka commented 1 month ago

Hi, the screenshot doesn't appear to be working for me. Perhaps try uploading it a different way?

Mamubai commented 1 month ago

Hello, the material I made with the utility plugin is blurry, and that's why

未来在手中 @.***

 

------------------ 原始邮件 ------------------ 发件人: "Ryan-DowlingSoka/ReliefMappingWiki" @.>; 发送时间: 2024年7月15日(星期一) 上午8:18 @.>; @.**@.>; 主题: Re: [Ryan-DowlingSoka/ReliefMappingWiki] The material is blurred (Issue #1)

Hi, the screenshot doesn't appear to be working for me. Perhaps try uploading it a different way?

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Ryan-DowlingSoka commented 1 month ago

Hi, I need to see your material, and your results to be able to help.

Mamubai commented 1 month ago

Is there anything else I need to offer ...

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------------------ 原始邮件 ------------------ 发件人: "Ryan-DowlingSoka/ReliefMappingWiki" @.>; 发送时间: 2024年7月17日(星期三) 中午11:38 @.>; @.**@.>; 主题: Re: [Ryan-DowlingSoka/ReliefMappingWiki] The material is blurred (Issue #1)

Hi, I need to see your material, and your results to be able to help.

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Ryan-DowlingSoka commented 1 month ago

Yeah, I need:

Screenshots of your blurry material.

Please respond with pictures on GitHub directly, I do not think email works to include screenshots.

Ryan-DowlingSoka commented 1 month ago

Your original screenshot didn't work. It looks like this:

Screenshot_20240716_204559_Chrome

Mamubai commented 1 month ago

HighresScreenshot00001 QQ截图20240717114055

![Uploading QQ截图20240717114137.png…]()

Mamubai commented 1 month ago

![Uploading QQ截图20240717113949.png…]()

Mamubai commented 1 month ago

QQ截图20240717114137

Mamubai commented 1 month ago

QQ截图20240717113949

Mamubai commented 1 month ago

Can you see it now, please

Ryan-DowlingSoka commented 1 month ago

I expect this may be because your are using virtual texture streaming.

You may be able to fix this by using explicit derivatives in your texture samplers and/or swapping the texture samplers to use virtual textures.

Select each texture node in the material and switch to the corresponding sampler mode to be virtual texture modes.

Alternatively, turn off virtual texture streaming for your textures and see if that helps.

Mamubai commented 1 month ago

Can the operation be more specific, can you provide an example of an image?

Ryan-DowlingSoka commented 1 month ago

I am in vacation. I will send screenshots in a few days.

Mamubai commented 1 month ago

Okay,

Ryan-DowlingSoka commented 1 month ago

There are 3 solutions. Pick the one you feel works best for you:


Option 1) Open each texture in the material, and set Enable Virtual Texture Streaming to False image


Option 2) Disable Virtual Texture Streaming support in the project settings.

image

Option 3) Switch to using virtual textures for the texture samplers. To do so, go into the material, and for the Albedo, Metalness, ARD, Normal : replace each with the matching VT version.

For albedo there is an existing VT version.

image

For Metallic, ARD, and Normal there is not so use the conversion tool to convert them to VT. image

Set the texture size filter to 1 image

The Relief Map Texture cannot be a Virtual Texture. So set the RCSM to a different black texture. image

Before: image

After: image

Mamubai commented 1 month ago

Thank you very much, it's been resolved

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------------------ 原始邮件 ------------------ 发件人: "Ryan-DowlingSoka/ReliefMappingWiki" @.>; 发送时间: 2024年7月18日(星期四) 中午1:06 @.>; @.**@.>; 主题: Re: [Ryan-DowlingSoka/ReliefMappingWiki] The material is blurred (Issue #1)

There are 3 solutions. Pick the one you feel works best for you:

Option 1) Open each texture in the material, and set Enable Virtual Texture Streaming to False image.png (view on web)

Option 2) Disable Virtual Texture Streaming support in the project settings. image.png (view on web)

Option 3) Switch to using virtual textures for the texture samplers. To do so, go into the material, and for the Albedo, Metalness, ARD, Normal : replace each with the matching VT version.

For albedo there is an existing VT version. image.png (view on web)

For Metallic, ARD, and Normal there is not so use the conversion tool to convert them to VT. image.png (view on web)

Set the texture size filter to 1 image.png (view on web)

The Relief Map Texture cannot be a Virtual Texture. So set the RCSM to a different black texture. image.png (view on web)

Before: image.png (view on web)

After: image.png (view on web)

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Mamubai commented 1 month ago

Hello, there are some shadows on the screen ![Uploading HighresScreenshot00002.png…]()

Ryan-DowlingSoka commented 1 month ago

Your screenshot did not work again.

Mamubai commented 1 month ago

HighresScreenshot00002

Ryan-DowlingSoka commented 1 month ago

If you are using the Pixel Depth Offset settings then you cannot use dynamic shadowing. Turn off cast dynamic shadows on your landscape. If you need the landscape to still cast shadows you can instead add a shadow pass offset to your landscape that is greater than the pdo offset amount.

You can turn on Contact Shadows in the directional light to get detail shadows if you are using pixel depth offset.

From the FAQ https://github.com/Ryan-DowlingSoka/ReliefMappingWiki/wiki/Frequently-Asked-Questions#does-this-plugin-support-shadows

Does this plugin support shadows? Like all relief mapping systems, (without substantial changes and extensive cost) cascaded, raytraced, or virtual shadows are not supported. Cone-step shadows can be implemented directly in the shader, but due to their many limitations I have not implemented them in my material functions. This is mostly because they are limited to a fixed number of lights, have no way to prevent over/double shadowing, and are generally flawed.

Contact Shadows are supported from all light types since the depth buffer can be modified. Contact shadows have their own limitations but are fully functional in the engine and are my recommended method for handling shadows with this system.

Remember to turn off Dynamic and Raytraced shadows when using the pixel depth offset feature. Also remember to turn off Affects Distance Field Lighting

My meshes are turning black. You likely are using the Pixel Depth Offset output and dynamic shadowing. This is causing the mesh to intersect its own shadowing. Turn off any non-contact shadows on meshes using the pixel depth offset output in their materials.

Mamubai commented 1 month ago

I still don't quite understand, is there a specific operation,Because there are still problems according to the law

Mamubai commented 1 month ago

HighresScreenshot00004

Ryan-DowlingSoka commented 1 month ago

I don't see the issue with this image. Any issues here look like they might be content issues, such as a wrong color space normal map.