I saw the sharing of the Assassin's Creed Odyssey in GDC. I have a Question about blending multi base materials. Just like this picture. It layring multi base materials in Substance Painter. Then import to Game Engine.They used blending Shader to deal with new materials Blending. Like these pictures below.It maybe used…
There is a fundamental difference in blending per-vertex and blending per material. In the first case you have a positional knowledge, like "at the bottom of the pillar" in the other case you just do it for the whole material, no matter where it is applied And blending materials in-engine doesn't cost (significant)…
1. Blending the materials using vertex color or other parameters is faster in terms of iteration compared to baking unique textures.2. You have to reuse as much materials and textures as you can in open-world games. Otherwise, you'll hit your performance budget a lot quicker. The workflow above allows the artists to use…
My knowledge in the technical aspect of this is somewhat limited, but the way I understand this is that the textures that are unused in a certain material instance are all excluded when building the app. This way, shaders with lots of texture lookups become optimized and the memory cost minimized. This is just my guess.…
Thanks, TheGabmeister. But, If I had 3 base materials and their has 2K or 4K texture's resolution. I can combined the height/roughness/metallic/ao maps in one texture for each material. So I need preparing 3 base colors, 3 normals, 3 combine texutres. right? It has 9 textures of 2K or 4K. Does it cost more memory cost?