Texturepacker polygon1/6/2023 ![]() Finally, if you have no image to combine with, you can convert your b/w image into jpeg format with 95% compressing and the grayscale mode enabled.Īnother way to reduce the size of texture is to optimize the UV space. If you only have one b/w texture you may combine it with any existing RGB texture by packing it into the alpha channel. Therefore you may combine b/w textures into the RGBA channels of a single image, up to 4 maps per image. Here is a typical set of textures used in the PBR pipeline (and in general).Īs you can see, most of them are black and white. Your objects are distant or small so the user won't notice any artifacts. You have a rough surface that does not produce precision artifacts. Your object consists of many varying surfaces. The third approach however may work in some cases: if you have rather rough surfaces we recommend to add noise to your materials to reduce those artifacts.įrom our experience, we found that the best solution for glossy objects would be using middle-poly geometry with smooth groups, and without any normal map.įinally, here are some cases when you might want to use a normal map rather than a highly detailed mesh: Some possible solutions are pictured below, but they are rather impracticable: using a higher precision image would produce a heavier file, while the second approach is rather time-consuming and does not guarantee a clean result. However, normal maps may produce visible artifacts due to the limited precision of a 8 bit image. As shown on the picture below, the edge highlighted with orange defines the level of details for the whole model, so you can use at as reference.Ī common way to optimize WebGL performance is to reduce the amount of polygons by baking a normal map from a high-poly model to a low-poly model. ![]() When working on a cylindrical model, make effort to reduce the number of polygons by its center.ĭo not overload a model with extra details that the user won't see anyway. When modeling creases, better use smooth groups instead of adding more polygons. In the beginning, you should decide on the level of details you want to have in your scene, and stick to that when modeling. To get smoother reflections and faster rendering you should keep the mesh as regular as possible. Geometry lies at the root of a 3D application as it forms the main shape of a model. ![]() This chapter is mostly based on Soft8Soft's presentation at the conference Verge3Day Europe 2019. Here we recommend some optimization techniques that proved to work well for creating web-based interactive experiences. Optimizing scenes for better WebGL performance ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |