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Substance Painter - Discussions - Re: Material Layering VS Previous Workflow Performance?
on: July 25, 2016, 01:06:51 am
While I understand why you limited it to 4 Materials -- this probably being the limit for realtime content - it would be great if in the future we could add additional layers -- so go beyond the 4 materials.
I see this as a useful tool for offline rendering.
For example on the Hobbit movies we did entire cities the same way -- tiled and triplanar materials in shaders and just creating masks.
But our uber-shaders had more like 25 layers
I think there might have to be some logic of caching stuff out so not to exceed texture units (which I guess is another reason why you limited it to 4) but for non-realtime stuff 4 is definitely tight.
I see this as a useful tool for offline rendering.
For example on the Hobbit movies we did entire cities the same way -- tiled and triplanar materials in shaders and just creating masks.
But our uber-shaders had more like 25 layers

I think there might have to be some logic of caching stuff out so not to exceed texture units (which I guess is another reason why you limited it to 4) but for non-realtime stuff 4 is definitely tight.