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meshcarver

2 different RVMATS on one building

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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?

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The more rvmats, the more drawcalls. That is about the only thing that's relevant to your question.

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