Performance? - material with 6 material functions VS model divided into 6 parts, one material each.
I have a conundrum, and I don't know what would be more efficient. Currently we have layered materials with some up to or around 6 mf's, most of them relatively simple base materials with options for tiling, normal strength and a detail normal.
Would splitting the model up into multiple uv sets and applying a base material per uv be worse off or better?
Would using multiple UV-sets on 1 model with one material and use the texcoord node to point the UV sets to material functions be more efficient than splitting up a model into different chunks? Where every chunk uses 1 material (and thus fewer material functions would be required per material).
So basically a more complex material versus more model parts and thus drawcalls?
Best regards, Käy Vriend.
asked Nov 06 '17 at 04:00 PM in Rendering
Essentially it is situational and there is no all-in-one response. You should do few profiling attempts to decide.
answered Nov 06 '17 at 04:12 PM
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