This is some explanation on Texture Object and Texture Sample which i found on the net some time ago, hope it somehow help you: When you use a texture map, there are a couple of things that need to happen. First, you need a way to define what texture asset to use (the texture object). And second, you need a way to select the pixel in that texture to use (the texture sample). Most commonly, you do both of these things in a single node - the Texture Sample node. This node allows you to both select what texture to use and sample that texture using UV coordinates. But sometimes you need to do those two things independently. In the case of parallax occlusion mapping, the same texture object has to be sampled multiple times with different UV coordinates. That can't be done with a Texture Sample Node, so we use the Texture Object node instead. The Texture Object node does not sample the texture. It only lets you define what texture to use. Then the sampling is done inside the ParallaxOcclusionMapping node itself. I hope that makes sense. Sampling a texture and doing a texture lookup are two ways to say the same thing.
Wrapping for the clapping. Lol I found that part funny, man I can't wait till I've seen every one of your videos! :) So why does it say 5/16 texture samples used when you only have 2 samples shown in the material? Is this counting every individual channel in each texture or something? Has Epic ever asked to hire you or anything? You should so be on their livestreams.
Question.... how come when i do a few texture samples but modify the uvs on each one differently... the stats still say its only accounting for them as though they are the same texture sample. I thought that every time you modify the uvs it would cost as an additional sample. I am using UE5.4.1
Great video! Do you have one for Texture_Objects? (I can't work out the difference)
This is some explanation on Texture Object and Texture Sample which i found on the net some time ago, hope it somehow help you:
When you use a texture map, there are a couple of things that need to happen. First, you need a way to define what texture asset to use (the texture object). And second, you need a way to select the pixel in that texture to use (the texture sample). Most commonly, you do both of these things in a single node - the Texture Sample node. This node allows you to both select what texture to use and sample that texture using UV coordinates. But sometimes you need to do those two things independently. In the case of parallax occlusion mapping, the same texture object has to be sampled multiple times with different UV coordinates. That can't be done with a Texture Sample Node, so we use the Texture Object node instead. The Texture Object node does not sample the texture. It only lets you define what texture to use. Then the sampling is done inside the ParallaxOcclusionMapping node itself. I hope that makes sense. Sampling a texture and doing a texture lookup are two ways to say the same thing.
Wrapping for the clapping. Lol I found that part funny, man I can't wait till I've seen every one of your videos! :)
So why does it say 5/16 texture samples used when you only have 2 samples shown in the material? Is this counting every individual channel in each texture or something?
Has Epic ever asked to hire you or anything? You should so be on their livestreams.
Hi! I think it's because the shadowmaps, reflexions, or the lightmaps, for example ... texture samples that we don't see in the material editor
Question.... how come when i do a few texture samples but modify the uvs on each one differently... the stats still say its only accounting for them as though they are the same texture sample. I thought that every time you modify the uvs it would cost as an additional sample. I am using UE5.4.1
how to incresse texture sample value to have more textures per material ?
Thanks
entendi texture em texture sample em color sample type e 2 texture em normal sample type para deixar em 3d