Hiho. I just finished writing a blender addon to help bake materials to textures and in this process to also create atlas-textures that have multiple bake results on one texture for multiple objects (with simple auto creation of the corresponding uvmaps).
My question. Let’s say I have 4 buildings with different geometry but the same material and use those buildings multiple times in the scene. Does that have any noticeable performance effect in comparison to using one material per building? Instancing-wise there shouldn’t be a difference
As I see it the only pro in using an atlas-texture and therefore having only one material for those objects would be that there are no state-changes needed, right? But I guess that this shouldn’t be that much of a perfomance-boost, or does it?
Two thing I have in mind how to make it useful after all:
- reanimate to merge (some) objects to one mesh in the exporter (maybe to specify collections or all children of one ‘merge’-master)
- to merge meshes at runtime. like ogre’s staticgeomerty
Guess I will start with the 1)