I have a bunch of the same mesh in my level, a giant rock basically. Ive duplicated this same rock around my level and each of the copies of this rock has the same material on it thats setup for vertex painting with a few different textures. If I vertex paint each one of these rocks separately, does that count as a draw…
@rexo12 using UE4. Ok that makes sense. So if Im just duplicating my rock and vertex painting it so it looks different, its the same as just duplicating it in general? The vertex painting per rock wont matter since its not an instance anyway, its just a duplicate. Am I understanding correctly?
Very careful there, we had this issue recently in Unity (it might or might not or might be in some unreal settings be the same) and its sneaky but makes total sense if you figure it out. It depends on if you make your new mesh a saved asset that is in your project or just a model that exists in the scene file. Batching is…
Used the same approach as Shrike in Unreal (4.26 iirc) - create few vertex painted variants (e.g. overgrown, dirtied) - because the map size would get very large with many vertex painted meshes. Can't speak to the affect on draw calls though, curious about this myself. For the most part relied on base materials using world…
Ue4 supports dynamic instancing as of recent versions so a duplicate mesh isn't necessarily a new draw call. Id have to run it through renderdoc to be sure but it is likely that vertex paint would break the dynamic instancing - unreal seems purposely designed to achieve maximum draw calls from minimal input so it'd be on…
Hard to answer as you haven't told us the engine you're using. In general, If you aren't explicitly instancing your objects then they consume a new draw call for each duplicate anyway. If you were instancing, then you wouldn't be able to define vertex colours per-instance (not easily, i'm sure you could do some…