Greetings,
I've spent a week on and off trying to figure out how Texel Density works and I can't wrap my head around it... I do understand the concept of why you should use it. I just feel that I need some confirmation that I'm on the right track.
Please don't give me a link to read about it... I have read about it and I do understand what I have read. The reason to why I am unsure about it is because it's so many factors that are involved, which shakes up things in my head. When I finally understand it, it will be on of those "Aha, so that's how it works!" moments.
My Texel Density Sheet:
Texture Size / Units
256x256 = 25 CM2
512x512 = 50 CM2
1024x1024 = 100 CM2 / 1 M2
2048x2048 = 200 CM2 / 2 M2
I have decided to use a 1024x1024 texture per 1x1 Meter in the game.
So if I have a plane that is 1 Meter in Length and Width, I apply a UWV Map, and set the width and length too 100 Cm / 1 M. This will make sure the entire plane will be covered with the 1024 texture.
My Questions:
* Now, If I have a plane that is 2 Meter in Length and Width, do I apply a UWV Map and set the width and length too 200 Cm / 2 M, if I want to use a 2048x2048 Texture?
* Also, If I decided to use a 1024x1024 Texture on the 2 Meter plane, and have it tile twice, I would set the UWV Map width and length to 100 CM / 1 M again?
I am getting incredible annoyed by the fact that my brain can't seem to grasp how all of this works... I would love it if someone can explain this better than what I have done above. Also, an answer to my specific questions would be much appreciated!
Replies
Though I probably wouldn't use it in a multi-layer material, at least not on all layers.
You can also make it local space,using various methods, so that "stretching", that is the result of how the axes gets created and blended won't happen when you rotate stuff around. But on like a spherical mesh, or one that has many surfaces facing multiple axes, would still have the artifact.
Thank you both, you've helped me on multiple occasions!