Importing textures and Double Sided Material

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Importing textures and Double Sided Material

Postby brocklebjorn » Mon Oct 13, 2014 11:51 pm

Hi!

Thank you to Amplify Creations for creating this software-- virtual textures are going to make my game possible.

I am trying to upgrade my 4k textures to 16k, but when I try to import the new .png file in my assets, I get the error:

"File could not be read."

Here is a screenshot:
Image


Image

Image
brocklebjorn
 
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Re: Importing 16k texture

Postby Ricardo Teixeira » Tue Oct 14, 2014 10:47 am

Hello Bjorn,

Thank you for your interest in Amplify Texture 2, we really appreciate it.

Please send us the texture causing the issue and a screenshot of the texture inspector tab to [email protected], we would be happy to help.

Talk to you soon,

All the best,
Ricardo Teixeira
Sales & Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
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Re: Importing 16k texture

Postby brocklebjorn » Tue Oct 14, 2014 1:45 pm

Hi, I realized that the error was happening because my texture was set by windows to be compressed on the disk. Once i turned off this option, Unity recognized my texture.

Now, Unity is only letting me set the texture to being as high as 4k. It is reducing the quality of my texture during display.

Here's a screenshot of my texture inspector:

Image

The texture is 243mb, so I can't send it via email per your req.
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Re: Importing 16k texture

Postby Ricardo Teixeira » Tue Oct 14, 2014 10:48 pm

Hi,

I see, that could be an issue indeed. Assuming the texture is now in a standard/compatible png format, AT2 will be able to add it to the virtual texture.

Unity will only go up to 4k in the inspector tab, AT2 will use the original file at its full resolution. Give it a try and let us know if you run into any other issues.

All the best,
Ricardo Teixeira
Sales & Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
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Re: Importing 16k texture

Postby brocklebjorn » Wed Oct 15, 2014 12:50 am

Hi Ricardo!
Thanks for helping me out with this. It's very exciting to be so close to being able to display my art at full resolution in Unity.

This is what I'm seeing now:
Image

The true resolution is overlaid above. You can see the pixelated gray edge below vs. the smooth gray edge above.

I'm not sure if I'm doing this right at all. My virtual texture asset is 18 kilobytes. I have been using the tool to convert my scene to Amplify, and when I tell the virtual texture asset to "Force update materials," I see it skipping all my textures (which are all .png's).

Amplify Texture Camera inspector screenshot:
Image

Virtual Texture Asset
Image

Virtual Texture Manager
Image

Thank you!

-Bjorn
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Re: Importing 16k texture

Postby Ricardo Teixeira » Wed Oct 15, 2014 12:37 pm

Hello Bjorn,

It seems the virtual texture was built. The size is displayed in the inspector tab, under "Statistics". I’m not entirely sure what could be the issue, I tried replicating the problem but so far no luck.

It would be great if we could debug the issue using your data.

Use this service; WeTransfer(Free up to 2gb). You can send it directly to [email protected] or [email protected] .

By the way, what AT2 material are you using?

All the best,
Ricardo Teixeira
Sales & Customer Relations at Amplify Creations
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Re: Importing 16k texture

Postby brocklebjorn » Wed Oct 15, 2014 9:56 pm

You're the bomb for helping me so much. I really appreciate it.
Perhaps the material is the issue. I don't have a AT2 shader selected. I'm using a homemade shader which let's the texture be viewed from both sides of a 2d mesh.
Here's the code:

Shader "Double"{

Properties {
_Color ("Color Tint", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans. (Alpha)", 2D) = "white"

}

Category {
ZWrite On
Alphatest Greater 0.5
Cull Off
SubShader {
Pass {
Lighting Off
SetTexture [_MainTex]{
constantColor [_Color]
Combine texture * constant, texture * constant
}
}
}
}


}

When I select any of the AT2 shaders, my texture disappears.
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Re: Importing 16k texture

Postby Ricardo Teixeira » Thu Oct 16, 2014 1:29 pm

Hello Bjorn,

The automatic conversion will only work for Unity standard shaders, or supported 3rd party shaders such as Skyshop, Lux and Alloy, it will not convert custom shaders.

You will need to manually convert your shader or simply add the double sided capability to one of the existing Amplify Texture 2 shaders. Check out the "How To Convert Your Own Shaders" section in the Amplify Texture 2 Manual.

I recommend that you manually set up your materials instead of using the automatic conversion, as mentioned in the AT2 Setup Tutorial.

After applying a AT2 compatible material and building the virtual texture, your textures should be displayed correctly.

A quick note; after the automatic conversion/virtual texture build process, you might notice that your textures are set to 64x64, this is perfectly normal. After a texture is added to a virtual texture, although it’s being used at its full resolution, the Unity inspector tab will display them in a lower resolution as a placeholder.

Let me know if this works for you or if you run into any additional issues.

All the best,
Ricardo Teixeira
Sales & Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
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Re: Importing 16k texture

Postby brocklebjorn » Fri Oct 17, 2014 1:52 am

Hey, thanks for the reply!
Still working on it:
Here's my new shader code:
Shader "Amplify Texture/Double"{

Properties {
_Color ("Color Tint", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans. (Alpha)", 2D) = "white"
_VTPackingTransform ( "VT (auto)", Vector) = ( 0.00390625, -0.00390625, 0.9941406, -0.9980469 )


}



Category {
ZWrite On
Alphatest Greater 0.5
Cull Off
SubShader {
Pass {
Lighting Off
SetTexture [_MainTex]{
constantColor [_Color]
Combine texture * constant, texture * constant
}
}
}
}


}

When I add anything else from the *example* shader, my objects pink-out. Like I mentioned before, I can't use any of the Amplify Textures (with or without the double code), because they drop my textures out.

Can you help me re-write my shader to work in Amplify, please?

Thank you kindly,
bjorn
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Re: Importing 16k texture

Postby Ricardo Teixeira » Fri Oct 17, 2014 11:45 am

Hello Bjorn,

Sure, I would be happy to help but you seem to be experiencing some other material related issues that currently prevent AT2 from functioning properly. When you say the textures are dropped, do you mean even after the virtual texture is built?

Try this:

Select one of the AT2 shaders in the Amplify Texture folder, Normal-Bumped for example, and check for any errors in the inspector tab.

What graphics card are you using and what is your current Unity Pro version?
Consider sending us your project, the debug process would be much faster. We are available to sign a NDA if required.

All the best,
Ricardo Teixeira
Sales & Customer Relations at Amplify Creations
Learn more about our offering: Amplify Creations Products
Amplify Shader Editor won the Asset Store Best Tool Award - Thank you for your support!
User avatar
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