![]() ![]() Then I pack all of the textures into another atlas to reduce the texture loading overhead but the draw calls remain.ĭepending on what you plan to do with the DAZ characters it can work if you can work out a pipeline and design the rest of the game around the immodest load they put on your scene. I use the morph targets as a way to edit characters at runtime, then I use a plugin from the marketplace to merge the morphed targets into a separate skeletal mesh to reduce that Compute event. Then you need to be sure you’re not taking in too many morph targets because even if you’re not using them in game, they all have to be loaded which impacts your load time and the Morph Target Compute event each frame. ![]() You can build a pipeline to bring in DAZ characters and fix the myriad issues with incompatible materials (especially when it comes to eyes and hair) but the models just have a lot of materials in general with textures per region.
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