Currently working on a medieval town with houses ranging from small to larger houses. Im ending up having to use anywhere from 5-10+ materials per house, all tiling textures. Each material consists of full PBR tiling 2K materials for the most part, with a couple set to 512 or so. But this is what its all set to now to maintain correct texel density for my scene. Is 10 materials on an asset too many?
I can't really put each house on its own material because the pieces are too large, even with stacking UV shells etc. Also, Im using all of these tiling textures for everything else in the scene, including the other houses so its saving me time, but each asset ends up having anywhere from 1-10 materials on it.
Is this a good approach, or is there a more optimized way I can do this? Sculpting a little set, and maybe building the houses from the set? Would that be better? Each house would have its own material then, rather than each houses having 10 materials. Any other ideas?
Replies
The number of materials on a given building really doesn't matter
If you have 500 buildings and they share 10 materials you have something very efficient
If you have 500 buildings and 5000 materials you have something that's not very efficient
It's basically impossible to tell you how many materials you're allowed - because there are a lot of ways to make things go super fast if you set up for it properly.
if you want to see how much damage you're doing to performance you need to compare frame times before and after.
Assuming you're in Ue4 look at the stat console commands to see draw calls/frame times etc.
Don't get too hung up on it though, if you've done a village with 20-40 materials you're probably doing it right
The method you're using sure beats anything else afaik, especially if things were uniquely baked/textured, skyrocketing your drawcalls/material amts to the hundreds, with the added cost of those textures not being able to be referenced/used anywhere else, because they're unique to that prop.