OK. Well yeah, per pixel I imagine the virtual texture stuff will be significantly more expensive than a standard material but they're in no way comparable cos it would be literally impossible to achieve the same result using standard materials in a performant fashion. That has sod all to do with UDIMs though - they'll be…
That artifacting is just a discrepancy of your low and high res meshes. Your low-res is too low of a resolution of your high-res mesh, so just add more geo. You'll also benefit from having your uv's straightened and aligned to the pixel grid in your UV's so you don't get jagged results/aliasing.
8k for gaming will not happen anytime soon At current GPU hardware progress of 30% gain per generation every 2 years With 4k 60 FPS being still a struggle for 10 TFLOPS GPUs such as a 1080 Ti, 8k requiring 400% as many pixels to be rendered and consoles clearly never using the latest GPUs, thats like 2030 at best
That's actually a really good idea, I've never considered using vertex colours as a mask, as you would a pixel mask to blend textures etc. As per your other examples, obviously some 0-1 vertex colours would be used to scale the amount of wind applied right? But what about the water, what exact is bending water? :D
You can bake curvature maps based on the geo (per vertex) as well as from a normal map (per pixel) so high poly only workflow is perfectly fine. You just use the same high poly mesh as the bake target. Just finished texturing a 20-odd part 18 million highpoly asset in Substance Painter.
Thanks. Another thing I experimented with for a small part of the scene, was pixel depth offset. I used this on my little gravel/dirt piles to soften the transition between the bridge and terrain. Beyond this if you had something that was had world space coordinates, you could blend the 2 height maps and have the dirt…
Totally agree pixel, this needs some more work, I will make it worn out and finish up with the details. P.S. This is what the latches on the back look IRL http://www.harley-davidson.com/content/dam/h-d/images/motorcycles/my15/touring/road-king-classic/overview/hdi/15-hd-road-king-classic-1.jpg
YES!! Thank you guys so much. @codyaq2: I figured that might be part of it. I thought about creating more pixelated transitions onto the opposite colors (a little green on white, a little white on green). And trust me I do NOT like the darker head and neck, but I'm trying to stay loyal to the concept as much as possible.
If you're doing some calculations on the UV's and you want to reuse the exact same UV data in the pixel shader part, then you can make your shader more efficient by doing that calculation and piping it into the customized uv's pin. But for multiple textures you'll need multiple samplers.…
Probably relates a lot to my windows settings like dpi and my screen resolution/size (1080p/17") and even pixel shape, but this does not look good on my screen in a lot of ways. So much unused space. Just my perspective. Especially on my phone, it has terrible usability on an LG G3 at 2560-something res.