texture baking in large environments
Hello everyone! I'm currently working on a project that deals with large outdoor environments and my question is: is it more resourse hungry to use texture baking for the terrain (which will require large maps with baked shadows) or instead calculate shadows from static objects (then I can use tileable textures that are smaller in size). I've done a few tests and in order for all the details in the texture to show up properly, the baked texture has to be gigantic in size (the terrain I have to deal with is 30 by 10 kilometers). I could make a bunch of smaller textures, of course, but overall things still seem huge. Thanks very much in advance! Anton
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