yorke Posted October 12, 2017 Share Posted October 12, 2017 Hi all, in order to improve the performance of a scene built dinamically, I'm facing this problem: is it possible to have one material, to which is applied one texture, using different uScale e vScale depending on the mesh to which that material is applied? I need this because I have a 3d model of a city with many street segments, each segment having quite different length from each others. Now, those segments are textured: if I use the same uScale for them all, the road texture would appear "stretched" or "shrinked" depending on the length of the segment on which the material is applied, while I want it to appear uniform. I can bypass this problem assigning one different material for every street segment and setting uScale according to its length, but in the end the amount of materials and textures grows dramatically and scene performance falls down at 3 - 4 fps. Any ideas of how reducing the number of materials? Those are the actual stats for a mid-sized city: Total meshes 7309 - Total vertices 170688 - Total materials 7309 - Total textures 3834 Any ideas on how to solve this? Thanks in advance, cheers Quote Link to comment Share on other sites More sharing options...
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