I have a film (i.e., not game) character that is comprised of several objects (Head, Vest, Utility Belt, Shirt, Pants, Boots, etc.). I am curious how others would approach the shader(s) for such a character? Would you:
- Create the required texture maps (diffuse, spec, rough, bump, etc.) for all objects using UDIMs and feed them all into a single shader.
- Create all of the required maps and feed each objects maps into its own shader, with or without UDIMs (i.e., one shader per object)?
- Create the maps, feed each objects maps into its own shader and then feed all of these shaders into a mix/layered shader.
- Create the maps as in #1, #2 or #3 and feed them into shaders based on material type (i.e., leather, skin, metal, etc.), rather than by object.
A single shader would allow for better control of parameters that affect all related objects. However, you would have make all object related adjustments in the texture maps (e.g., bump intensity of one of the objects)… This seems to be less flexible when changes need to be made.
One shader per object would allow for better control of changes to object related parameters, but would inflate the number of shaders to manage for the character.
I am not sure about the layered shader. I dont know if it would offer a combination of both.
Any thoughts would be appreciated.