Textures
Project & assetsCreate, import and configure textures, including render targets, texture arrays, compression and streaming.
What it’s for
Ask your assistant to create, import and set up textures. It can make new ones from scratch, such as noise, gradients, patterns and render targets. It can import image files from disk, and derive new textures from existing content: normal maps from height, ambient occlusion from a mesh, or channel-packed masks.
It also handles the settings you would otherwise click through in the texture editor: compression, texture and LOD group, LOD bias, mip and virtual-texture streaming, filtering and wrap mode. Your assistant can resize, blur, sharpen, invert, desaturate, or adjust levels and curves, and save the result as a new texture.
Before changing a texture, your assistant can read its real settings: size, pixel format, compression, sRGB, mips and streaming. This works for 2D and cube textures, arrays, volume textures and render targets.
Use this area when the texture asset itself is what you want to change. To use a texture in a material or material instance, see Materials.
Things you can ask
Generate a procedural noise texture
You get a tileable noise texture in your content folder, with no source image needed.
You: Make a 512x512 seamless Perlin noise texture called T_Noise under /Game/Textures.
Created /Game/Textures/T_Noise, a 512x512 seamless Perlin noise texture.Channel-pack a mask
Three grayscale maps become one RGB mask, set up so it is not treated as color.
You: Pack AO, roughness and metallic into one mask texture and set it up as a mask.
Created T_ORM with AO in red, roughness in green and metallic in blue, and set its compression to Masks.Check a texture’s real settings
You see how a texture is set up before you change it.
You: What are the size and compression settings on T_Rock_Diffuse?
T_Rock_Diffuse is a 2048x2048 sRGB texture in DXT5 with default compression. Streaming is on.