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Author Topic: Performance using texture from surface as color on Forest  (Read 1228 times)

GH3184

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Performance using texture from surface as color on Forest
« on: April 24, 2015, 10:07:41 AM »
Have you done any performance tests on the following?:
1 Using a texture from the surface as color on the forest
vs 2 Using a map from the surface as color on the forest
vs 3 Using tinting from the parameters and no map on the forest
vs 4 Not using any tinting at all on the forest

The results of this would be interesting to see.

iToo

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Re: Performance using texture from surface as color on Forest
« Reply #1 on: April 24, 2015, 05:09:54 PM »
No, really we have not done performance tests, but i think should not have too much difference.
Had you get some performance problem or is it just for curiosity ?
Carlos Quintero
iToo Software

GH3184

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Re: Performance using texture from surface as color on Forest
« Reply #2 on: April 30, 2015, 12:31:46 PM »
I had some issues, but I think that's more related to SP3 of max design 15. And then I got curious, because if there showed to be any huge signicifant differences, I'd go for one of the other coloring options with better performance.

When you're first here, do you have any clue why reflections are turned off on default on the grass library presets?
I almost always turn them on, but when I forget, I have huge problems with the realism in the post process.

iToo

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Re: Performance using texture from surface as color on Forest
« Reply #3 on: April 30, 2015, 06:22:02 PM »
I'm checking the library and you're right, some of our first presets have reflections disabled. Instead, the new models are correct.
I suppose that was done for efficiency reasons (the artist who created these models no longer work with us, so i cannot ask). Anyway, we'll fix them.
« Last Edit: April 30, 2015, 06:23:42 PM by iToo »
Carlos Quintero
iToo Software