so in deferred shading it's doable but costly (I'm fairly sure I was told not doable full stop) for selected items it can be done, but not advised in general use- is that the gyst of it? something to worry about if you're pushing the memory limit, but if you've plenty to spare for whatever reason should be ok?
yep, the texture memory doesnt need to be a problem as you can use a selection of methods (no colour, single colour multiplier, full texture colour) to acheive the results, so you would only use a full colour texture on main character perhaps, while useing shader based values for props and envs. But if you are using…
I understand where you're coming from, but what happens when I want to move that asset from your desert level with a strong key, warm fill/bounce to a forest level with a very soft or nonexistant key, green/brown fill. Or how about to my snow level? Would you expect it to look good in each case, or require a new map to…
Interesting stuff Jordan, thanks for the clarification. I totally agree that artist driven stuff is the way to make sure that everything looks as good as possible (although I have to say that if all the artists at Epic are comfortable making materials and shaders which both look good and are optimised then either you've…