meshcarver 12 Posted February 10, 2013 Hi, I've got a structure with 5 different textures on it (After being optimsed, I got it down to 5, then re-UVing...ballache after I learnt about sections). Now, I'll put 4 of them in one Multimaterial, but the other is a little 256*512 concrete texture, so can I put that by itself to a separate material like just a NOHQ/SMDI one..? Like this, just a basic material: surfaceInfo = "MARC_oildrum\MARC_Concrete.bisurf"; //Definition od physical properties ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]= {0.536604, 0.600000, 0.480000, 1.000000}; specularPower=850; /// Glossiness; 1 = high, 64 = middle, 1000 = none PixelShaderID = "NormalMapDetailSpecularDIMap"; // The pixelshader // The pixelshader tells what stages (modes) the face should use. VertexShaderID = "NormalMap"; class Stage1 { // The "NormalMap" texture="MARC_oildrum\MARC_oildrum_NOHQ.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage2 { // The "Detail" texture="MARC_oildrum\MARC_oildrum_DT.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage3 { // The "SpecularDIMap" texture="MARC_oildrum\MARC_oildrum_SMDI.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.000000, 0.000000, 0.000000}; up[] = {0.000000, 1.000000, 0.000000}; dir[] = {0.000000, 0.000000, 0.000000}; pos[] = {0.000000, 0.000000, 0.000000}; }; }; So what I'd end up with is a structure with 2 RVMATS on it, but different kinds of RVMATS? Is this ok, or is it bad practice to not get into? Share this post Link to post Share on other sites
max power 21 Posted February 13, 2013 The more rvmats, the more drawcalls. That is about the only thing that's relevant to your question. Share this post Link to post Share on other sites