Reducing Draw Calls in Unreal! [UE4/UE5/Blender] (Check Description!)

PrismaticaDev
PrismaticaDev
69.9 هزار بار بازدید - 3 سال پیش - NOTE: check out my video
NOTE: check out my video on the new SWITCH node for a simpler atlassing function!

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Today we're looking at my current system for creating complex, modular, detailed, multi-textured objects without incurring extra draw calls. This system is quite easy to use once you wrap your head around it, and is a great way to convert existing multi-material assets into a unified material setup! Your GPU will thank you, and your artists will as well.

You can also use this method to convert existing "texture atlas" assets to be able to use interchangeable textures.

--- Friendly reminder: Set ALL your texture samplers to "Shared: Wrap" ---

Resources:

Batch UV Operations: https://madllama.gumroad.com/l/Batch_...

Material Atlas Function: https://blueprintue.com/blueprint/fn7...

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Discord: Discord: discord
YouTube: prismaticadev
Twitch: Twitch: prismaticadev
Patreon: Patreon: prismaticadev
Twitter: Twitter: prismaticadev

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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's

Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)

Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key

My lovely cats names are Boycat, Girlcat and Ladycat :)
3 سال پیش در تاریخ 1400/10/30 منتشر شده است.
69,903 بـار بازدید شده
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