I got a question. Normally if U want subuv animation with blending and stuff U need an atlas texture and sometimes blending between frames. If I use volume texture with 3 dimensions… mipmapping and blending should be taken care by sampler? On stats it look almost the same in cost of material . But I can disable all frames and just use a dynamic parameter or even particle life on material. Whats the catch for such usage of volume textures?
Yes this is a desireable use case as it saves a texture lookup which is a “free” optimization, however right now Volume Textures in UE4 don’t stream (it’s on the list) so you would pay too high a memory cost to make this useful. I’d hold off for no until you see that fix in the patch notes.
Thank you! Finally some1 know sth useful Ill be shipping new project in a year so probably fix will be here by then. Thank you!