As much as I would love to start using this software by default because of its awesome features and fast rendering speed, I can't quite yet at the moment as I'm struggling with a few inconsistencies compared to my regular xnormal outputs. I'm not sure if it is because of the handplane baker's algorithm or if it is…
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Maybe virtual texture systems are something for you to explore? (Also known as megatexture). Ex: http://amplify.pt/unity/amplify-texture-2/ https://www.unrealengine.com/blog/two-thousand-gigapixels-of-textures-anyone
Mari uses a virtual texturing system (like ID tech 5) and has a fixed Memory footprint for normal textures. 1gb of Ram should be able to cope with many 10s of Gbs of textures. Mari does use extra GPU ram for live tiling and projection textures, you can however cache these to manage memory effectively.
I agree with that but since you're there already what I usually do is.. build material functions for specific terrain types - eg. grass. these materials might have slope blending, various stuff to break up tiling, heightblending between the various textures - whatever is needed then use the specific landscape layer…
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In many ways Mega Textures or Virtual Textures are similar to ptex. For games it would mostly be useful for environments and you would probably make your own painting, stamping and blending tools in the engine like id did, instead of importing huge textures painted somewhere else.
Yes. You got it! Couple ways. You can make the sub-texture tile left-to-right, or top-bottom. Then scale the UV strip of polygons outside the UV square to tile. Another is to split polygons with new edges whenever you need to tile. Then stack the UV polygons inside the same sub-texture. Extreme example... floor is a giant…