Hi, I'm trying to save map space by offsetting but I'm a little confused...
I have a bunch of walls that I want to share the same UV-space:
Here they are on the UV-sheet, stacked on top of each other with one section selected:
1. I change the selected piece's offset to 1. Can I then select the next piece and move it to 2? (I have eight different sections so can I move the last overlapping one to U: 7.0?) ...is there a limit?
2. Will so many offsets affect in-game performance at all?
3. I'm using a multi/sub with 5 IDs. Can each Mat ID have offsets?
Thanks in advance...
Replies
2. No, but the appearance may suffer if compressed. If you export an OBJ with number of precision set to 2 or 3 you can simulate the artifacting.
3. Yes, but Material IDs are an organizational tool in 3ds Max, are not exported, and have no bearing on UV offsets.
I've seen significant issues with uv precision/ interpolation on PS4 with large offsets and once even within the -1 to 1 range on a circular object ( lots of thin tris fanned out from the centre) - it's a floating point precision issue so the smaller the possible range of numbers involved the less imprecise it'll get.
It will be engine dependent but its worth knowing there's a possibility of weird shit happening
Why do you want to organize by offset?
Here's a pic and some more words
http://wiki.polycount.com/wiki/Texture_Baking#UV_Coordinates
There's usually no problem just ramming everything back into 0-1 space at export time