Hi guys, Should I do a single large texture or UDIM for an object like Human body? (what are the pros and cons of them in this situation) For example: x1 texture set for Face ( 2048 square ) x1 texture set for Head ( 2048 square ) x1 texture set for Body ( 2048 square ) x2 texture set for Arms ( 2048 square ) x2 texture…
Im not sure if thats the case. Its all done in the texture reader. You have only one material on the object. In case of offline rendering this is important for sub surface. Otherwise you get green artefacts between the material IDs cause its not the same trace set.
7 2k maps doesn't add up to a 16k map. You need 64 2k maps to make a 16k map Also a 16k texture set is approx 1gb of compressed textures (for a metallic roughness material) in one lump. which you don't want in a game ever
That is actually really good to know. Doesn't that also depend on the engine used, though? Even when the same shader is used, if you have to create different materials for the various UDIM sets used will that be batched into one on a skinned mesh? Or in other words: Is there no performance impact compared to one texture…
UDIMs are for authoring/pipeline convenience and have nothing to do with what happens at render time. The example above no doubt works but almost all the work the shader is doing is completely redundant when you can simply apply any number of materials to a mesh, tell each of them which texture in an array they should pull…