Tyiler Scarborough Posted May 8 Share Posted May 8 (edited) Hey Everyone, I wanted to explain and share my use case for Material Layering and Multiple UV mapping and how this could help increase performance while also adding fidelity to our environments. Let me explain the best I can. Multiple Material Layering with Unique UV mapping Channel (Baked on mesh on all mesh not just avatars) What? Similar to Photoshop or Gimp, you would be able to layer one image on top of another. Why? To allow a defined AO map that doesn't tileWhy not use AO map which is in the red channel of the ORM? Its not that good, it's not strong enough and with a custom AO layered on top will give a clean result + Roughness control will block the light reflection in the AO shaded areas. Main Benefits of this? To allow tileable textures but retain a strong AO to give objects a MASSIVE increase quality Lowers multiple textures downloads because of Ao being required to stay within it's 0-1 uv space Most likely speeds up performance due to not loading as many textures, creates overall better result. You do add a few Textures for the AO, But it doesn't need to be a 1024; And using tileable textures instead will balance out in our favor Allows for material changes on mesh without rebake/repaint/re UV Allows Users to Customize their homes/products with add-on Material kits? or their own materials? I've provided examples, in which the one labeled "AO shell" has a duplicate mesh on top of the base mesh to simulate a layering effect, but doubles my land impact. FULL RESOLUTION IMAGES (please allow google photos to fully load image, they're close to 4k images) : https://photos.app.goo.gl/kPM1VmvqVfXs9SH47 See in world : secondlife://Aditi/secondlife/Materials1/65/57/23 Edited May 9 by Tyiler Scarborough 4 1 Link to comment Share on other sites More sharing options...
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