So the repeating of textures is so that we can just overlay a "brick" image on top?
But wouldn't we still need to store the textures?
OH NVM - there is only one texture map so we would be storing significantly less.
But if we wanted to make things more realistic then it wouldn't just be one texture map
keenan
@rbunny Right: repeating the texture means you lose a bit of realism. In the real world, there are subtle differences between each individual brick (say), even if they are laid very carefully. One thing you can do is combine image-based textures with algorithmic shaders to add some variation. A classic technique for procedural shading is Perlin noise, though really the sky is the limit when it comes to writing procedural shaders. Lots of incredible examples at ShaderToy
So the repeating of textures is so that we can just overlay a "brick" image on top? But wouldn't we still need to store the textures?
OH NVM - there is only one texture map so we would be storing significantly less.
But if we wanted to make things more realistic then it wouldn't just be one texture map
@rbunny Right: repeating the texture means you lose a bit of realism. In the real world, there are subtle differences between each individual brick (say), even if they are laid very carefully. One thing you can do is combine image-based textures with algorithmic shaders to add some variation. A classic technique for procedural shading is Perlin noise, though really the sky is the limit when it comes to writing procedural shaders. Lots of incredible examples at ShaderToy
This reminds me of a trick that Ocarina of Time apparently used back in the day when the size of texture maps had to be limited! Even though there aren't a lot of obvious "repeated patterns", they still reused areas in the texture for different body parts on the model: https://www.reddit.com/r/gamedev/comments/e162e2/ocarina_of_time_had_some_neat_uv_mapping_tricks/
@dchen1 Makes sense. Why have two eyes when you can have one at half the cost? .-)