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Infinite or Endless Material (Optimize texturing)

hello guys
I am working on a project which has an airport runway, its length and width are 1800*90 meter.
the runway is in the desert, I have created 2 types of soil material in substance Designer to blend them in Maya using redshift blend material. so, no one should detect repeating of the tile and also have to repeat this process for the asphalt of the runway.

I think using material and tiling it in the random pattern will use low memory and is optimized but using UDIM is waste of VRAM and may cause to longer render time,

1- Does anyone has a better solution for this type of endless and no-repeat material and optimized in using the graphic card VRAM?
2- how they create endless material of road and race track for some games like need for speed or Forza or even GTA?
3- how to manage the UV?  using UDIM or it is procedural?
 

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