Skip to content
This repository has been archived by the owner on Oct 27, 2023. It is now read-only.

Adjust Texture Map Inputs To Utilize A More Dense Structure #11

Open
MartianDays opened this issue Aug 18, 2021 · 0 comments
Open

Adjust Texture Map Inputs To Utilize A More Dense Structure #11

MartianDays opened this issue Aug 18, 2021 · 0 comments
Labels
enhancement New feature or request Renderer Additions or improvements to the rendering engine itself

Comments

@MartianDays
Copy link

MartianDays commented Aug 18, 2021

At the moment, several textures are needed and utilized to build materials, but I believe this could be done more efficiently to cram more definitions into each file. This would allow for more integrations/definitions without greatly increasing texture memory load.

An example of how this could be implemented:
Texture 1:
RGB: Diffuse / Base Color
A: Greyscale Emissive

Texture 2:
RGB: Normal Map
A: Greyscale Parallax Occlusion Map

Texture 3:
R: Metallic
G: Roughness
B: Curvature Map
A: Transparency/Translucency

Could probably use cvars as well to enable/disable certain channels so the renderer doesn't need to test for them. It already does this to a degree. Things like translucency/transparency, parallax, and emissive we may want cvars for.

@MartianDays MartianDays added enhancement New feature or request Renderer Additions or improvements to the rendering engine itself labels Aug 18, 2021
@MartianDays MartianDays changed the title Adjust Texture Maps To A More Practical Standard Adjust Texture Map Inputs To Utilize A More Dense Structure Aug 18, 2021
Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
enhancement New feature or request Renderer Additions or improvements to the rendering engine itself
Projects
None yet
Development

No branches or pull requests

1 participant