i'm seeing a lot of emphasis being placed on texel density. this must be a popular cred gatekeep, as if there's a texel density problem. it would need to be pretty damn egregious in order be noticeable or impact performance. i assume this is more a concern for VR assets; large textures / extreme close ups. it'll make clean…
I only worked for racing titles and couple last decades for just a single one actually . And no, consistent texel density is not the requirement . A car cockpit has smaller texel size than outside, then track surface , then outside terrain and track side objects. I recall we once had a calculator of how smaller texel size…
hah! - misunderstood. Gatekeeping doesn't even come into it. Many(most) studios will see this as a part of the required skillset Encouraging newcomers to develop required skills is constructive, telling them its a waste of time is destructive. In this case, It's just simply a good thing to understand because it will make…
I have lately been trying to better understand texel density within a modular environment because of a project I am working on where I have adjacent surfaces where light bakes in unreal are slightly off. There have been some really good threads on here and I think I am getting close but still trying to get the full…
@killnpc np - also sometimes i sound grumpy :D @gnoop consistent does not mean constant. a racing game example is a perfect example of where texel density rules are important. trackside objects need more because they're closer, background objects get less . you set standards for the various types of object based on their…
@Klunk - doing it as a pure shader solution is tricky since you're only ever looking at the currently loaded mip and that can't give you accurate texel density. You can get the rate of change across UVs in terms of screen space but that's only really useful in situations where the textures are the same size. Obviously a…
That stuff covers the importance in terms of collaboration . Wouldn't say huge teams - small teams benefit from efficiency too. If you only ever work on your own and everything you make is in total isolation then it's al irrelevant. Also tbf you might just not give a shit - which is perfectly valid if you're in charge of…
Hi! From reading the text, I got the impression this is about static lighting in general, less about texel density? Of course a sufficient lightmap density is part of it, but there are more aspects. Some screenshots of the "slightly off" lightbakes would be nice for context. I learned a lot about lightmass by watching this…
@poopipe i really just wanted to get an explanation to show why it is not gatekeeping :) I don't doubt that you know how to do your job at all, lol. I think what you've decribed would fall under a case of like, games beyond a certain production budget (e.g. they are big enough to warrant a full-time tech artist)…