Textures best practices - docs are contradictory


#1

The docs are confusing or contradictory on this.

Should I use just one texture per mesh?
How big can/should it be?

I watched Menithal’s PBR tutorial and he used multiple textures to control colour, specularity etc.
Are there smarter ways to do it?

What do I do?

FYI I’m using (read: struggling with) Blender.


#2

You can have multiple material (up to 8 I think)
Each material can have it’s own set of textures (you can reuse them between the different material)
A material can have 0 texture (and use instead the material parameter)
But if you plan to use a map, you need to at least have a Diffuse.Color if you want to use another one like a normal map.

You can use only one UV layout… your different material share it.

Always better to stay optimal… this means use the less texture than you can.
less there are, faster it load and it takes less resources.
So yes… on material using one set of texture that is covering all the UV map is a good way to optimize things.
Here again… it depends of the model.
for a small object this make sense. But for a building… not too much.


#3

Just curious, since when did the put a cap on materials ?8 Is secondlife, high fidelity you ‘could’ use more in the past. but with as example 32 materials it would ger scaled down in resolution.

Now. fewer materials is always better.


#4

I’m not sure about that hypothetic maximum. I never reached any my self. You might be right, 8 is maybe the SL limit.


#5

The docs mention a limit that is tied to resolution, that you can have 2 textures sized at X * X or 4 textures at 1/2 X * 1/2 X, or something like that.

Again, unclear and contradicted elsewhere in the docs.