Grey
08-09-2002, 08:06 PM
Okay,
I'm building a very complex set, but I can't use too much instancing, but I'm trying to make it a manageable set so it doesn't take months to render.
My question for anyone who knows is this:
How much system resources will I save (at render time) if I use a texture map over and over and decal it so it uses different parts of the map for diffferent objects?
For instance: I'm using a DVGarage bitmap tool to get a bump map on the front face of some steps, but applying it with a different shader per step and tiling it at different scales for each.
As I'm using different shaders, is this nullifying the saving I get from using a single map?
I'm building a very complex set, but I can't use too much instancing, but I'm trying to make it a manageable set so it doesn't take months to render.
My question for anyone who knows is this:
How much system resources will I save (at render time) if I use a texture map over and over and decal it so it uses different parts of the map for diffferent objects?
For instance: I'm using a DVGarage bitmap tool to get a bump map on the front face of some steps, but applying it with a different shader per step and tiling it at different scales for each.
As I'm using different shaders, is this nullifying the saving I get from using a single map?
