![]() But when I plugg this in, I get the "Error Color".The Zone System Express Panel is more than just a panel in Photoshop. It is also explicitly designed to ensure accuracy, efficiency, and intentional editing. Each item on the dashboard has been handpicked and handpicked from years of workflow improvement. It is uncomplicated with items you will rarely use and is placed in the Workflow mind. The lower ones look as follows: Far away And the mask looks like this: Mask So all parts are working for the final mix shader. I plugged the output, where I only see the upper two textures. In the left you see my over all color "changers".Īs you can see in the image 4, you only see 2 different textures, the rock and the normal ground texture. Here a picture of my blender projekt from close: Close upĪnd my last problem: My Shading edditor looks like this: shader editor On the top you can see stone, under that normal ground etc. With a 8k UDIM i could use 16 textures per UDIM Even when I do this I have round about 1000 UDIMSĭo you kwow how the big games developper do this? I change this at the end, because I "lose" a bit of quqlity when I bake it. I can get around this problem as follows: At the end I can use 1k resolution per texture. With 16385 texture / 4 I would have to have 4096 UDIMs. Because i have a 2k texture and when I hve 4k resolution per UDIM, I can use 1 Udim for 4 "textures" At the end I have (128*128=) 16384 textures. In this way I can improve the efficiency of my game. ![]() On the top you can see stone, under that normal ground etc. Here a picture of my Blender project from close: When you have any questions feel free to ask them. And I think a higher qualtiy UDIM would realy decrease the performance of my game.ĭoes it make more sense, if I do the textures, which are close together, also close together in the UDIMS?ĭo you know how the big games developer do this? With a 8k UDIM I could use 16 textures per UDIMĮven when I do this I have round about 1000 UDIMSĬan I only lower the Numbers of used UDIMS, when I lower the resolution of my texture or increase the resolution per UDIM?īecause as it stands today, I think you only can use 100 UDIMS per material. I can get around this problem as follows:Īt the end I can use 1k resolution per texture. In this way I can improve the efficiency of my game.īecause I have a 2k texture and when I hve 4k resolution per UDIM, I can use 1 Udim for 4 "textures"Īt the end I have (128*128=) 16384 textures. I can pre-calculate lower resolutions, so when you see more of the model ("Zoomed-Out) I can lower the image quality of every UDIM. When I do all things right, I think UDIMS are perfect. When I would want to bake the texture I would have to have a (2k*128 tiles =) 256k texture, at the end, for the same quality. With smart use of the "shader mix" node I can, with the help of the mask, assigned the right textures to the right place.īecause I use the model in a game I have to bake the texture. After that I mix in a bit of randoms color over the whole image, this way the material looks more natural.
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