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Procedural Vs Baked UV Images – Special Case

Home Forums General Questions Procedural Vs Baked UV Images – Special Case

Viewing 8 posts - 1 through 8 (of 8 total)
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  • #22566
    GLiFTeK
    Customer

    Hi,
    I’ve always practiced baking procedural textures for efficiency in 3D work.
    But when it comes to a trade off of Verge’s ability to animate values of my procedural textures, I’m holding off on it.

    Is this going to be an issue in performance, given the (rather simple) procedural I’m using here?

    .

    It’s procedural lines that form a makeshift “ideal” smooth wireframe texture.
    I don’t see any observable slowdown in using them vs the baked versions.
    Obviously i get the benefit of being able to animate, AND they’re scalable (no pixelation on zooming in)

    Is this type of thing going to hamper me if it’s used across many objects?

    (ALSO.. can we use SVGs as image textures?? or in anything in webgl? )

    Thanks!

    #22577
    Anonymous
    Inactive

    I think you are wrong when you think, that you will lose performance if you not bake your procedural textures. I am not really 100% sure what I am saying, but I made some Experiment with my christmas postacard project.
    I know, the project is very slow now but the reason for that is Ambient-Occlusion and water rendering (screen space) and not that much procedural Textures.
    If you look at the stars, the count of them is around 200 with procedural animated texture/material. So my experiment was to check if performance will go down when I start to animated the textures. Very little. Also the water has a procedural animated texture, This has not much influence on performance, I swear.

    #22578
    Anonymous
    Inactive

    if you load baked textures, it will more influence the performance as when you leave it procedural – my observation, maybe I am wrong but I try to avoid textures now, since I discovered that it dosn’t make issues. If I am wrong, I would love to have more information about that

    #22580
    Anonymous
    Inactive

    BTW: this is the main reason, why I hang on Verge3D which make it possible to work efficient with procedural materials. Vanila gltf dosn’t support this. Its mean everything must be baked and visual Experience is limited.

    #22586
    Anonymous
    Inactive

    it is logical, the browser has to load each image, which means, all that bits. Procedural texture is mathematical procedure without increasing bits values into the browser directly

    #22587
    Anonymous
    Inactive

    SVG – yes you can use it in WebGL (I use it)

    #22591
    GLiFTeK
    Customer

    SVG – yes you can use it in WebGL (I use it)

    use SVG as scalable image textures?

    thanks for the responses. that’s what i was thinking! :)

    #22594
    Anonymous
    Inactive

    I use svg for interface design (buttons etc.), because of little bits.
    You need to know that svg could have security issue… but I do not care for that, we gona have 3d world war…. who is interested for my christmas postcard or something. But if you work on security relevant projects, avoid svg

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