SHADOWMASTER Posted May 29, 2005 Share Posted May 29, 2005 I've never used a cookie-cut map before. But I need to use one on a model I'm making. This model has a whole bunch of these gears on it. With the gears, the model has an insane amount of patches. (15647 to be exact ) However, if I remove the gears, it is only 5567. So you can see why I have to do something else. My computer would burst into flames trying to render it in a scene. So, is there any pointers on cookie-cuts? Quote Link to comment Share on other sites More sharing options...
entity Posted May 29, 2005 Share Posted May 29, 2005 Cookie cut maps uses a color or the alpha channel to "cut" part of the map with that color or alpha channel. It's a color map and transparency map rolled into one map! You could do the same thing with a color map and a transperency, but with a cookie cut you get a cleaner result, I believe and you don't have to make 2 maps! Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted May 29, 2005 Hash Fellow Share Posted May 29, 2005 High patch counts seem to slow down real-time "shaded" rendering, but they're not the major slowdown in "final" rendering. Textures and combiner materials have far more influence. Greg Rostami demonstrated it in this thread http://www.hash.com/forums/index.php?showt...indpost&p=42701 Limited memory might be a reason to reduce patch counts, however. Quote Link to comment Share on other sites More sharing options...
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