So clearly, this step is very important for good performance, and is the reason the VRChat unity plugin is bugging you about having so many materials. If you have 1 material on your model, then you only need to render it once per frame. If you have 10 materials on your model, then you have to render it 10 times, for each frame. Because the rendering of a single pass is very efficient, but the stuff that occurs between each pass is rather slow, you can think of it like this. Skipping this step means that many render passes will have to be done to render each image of the model (each frame). The purpose behind this is that it allows you to use a single material & shader to render the entire model in one render pass. baby steps I suppose.Īnd just in case anyone new finds this thread and is wondering what all this jargon means:Ītlusing: (creating a texture atlus): The process of taking all the individual texture files your model uses and merging them into one texture. Just need to take all the textures and stick them together into one big texture file. You can try free tools like GIMP if you'd like, but truthfully all you really need is Microsoft Paint or something super basic. You'll need some sort of image-editing software to do this. If not, then you can look up tutorials for doing the atlusing yourself online. I suppose you can give it a try and see if you're okay with the results. Perhaps they've updated it to do a better job now but I can't comment on it. I personally haven't used the atlusing tool it provides in a long time since, when I last tried it it causes the textures to become all blurry. The CATS plugin referred to above is super useful for this task for new users and experts alike. There are many youtube videos with step-by-step instructions on avatar creation/optimization in Blender. Presumably you figured this out by now, but yes, the resources/tutorials are available online.
0 Comments
Leave a Reply. |