Hey Everyone,
I'm wondering how common it is to use left over UV space for decal textures.
It makes sense on the one hand to use this space so it isn't wasted, but if your just using left over space then the majority of your texture will be filled up with things that don't have an alpha channel.
This means most of your alpha channel is wasted.
At what point is it better to use another texture for all your transparent elements?
What's the general mentality towards this sort of thing?
Replies
I wouldn't know but was just clarifying the question.
If there's a chance that the two objects can be separated for example you have a grass plane in with a chunk of a building, then you might end up calling a huge texture that only uses a tiny part. If they always stick together like hair and head then it should be more or less ok.
I'm not exactly sure about the math behind adding an alpha channel vs using a separate smaller map. I think EQ is pretty knowledgeable about that?
If you're using the DXT compressed texture format, then using no alpha (DXT1) is half the size of using alpha (DXT3 or DXT5). DXT1 is usually used for color maps with no alpha (well actually you can use a very crappy 2-color alpha, but whatever, no one does because it blacks out the color map). DXT3 or 5 have an alpha channel.
You can get tricky and store other stuff in the unused alpha, like a gloss map or AO map or whatever. But the alpha'd bits wouldn't get that.
This means that you'd actually save texture memory by having your decals on a half-res separate sheet with alpha.
For example, 512x512 main texture (no alpha) plus 256x256 decal sheet (with alpha) uses 3/4 the texture memory of a 512x512 main texture (with alpha). So at that point, assuming you were going to need decals anyway (rather than just adding them "because you can"), you're saving memory by having them on a separate sheet.
But I can assure it's expensive as hell, and most do NOT.
This man speaks the truth.
Also, if you have that much extra space on your texture sheet, scale up your UVs uniformly and repack! Unless you're being super picky about your pixel density, but it usually doesn't hurt to be as efficient as possible.