Reducing Draw Calls in Unreal UE4, UE5, Blender
Today we re looking at my current system for creating complex, modular, detailed, multitextured objects without incurring extra draw calls. This system is quite easy to use once you wrap your head around it, and is a great way to convert existing multimaterial assets into a unified material setup Your GPU will thank you, and your artists will as well. You can also use this method to convert existing texture atlas assets to be able to use interchangeable textures. Friendly reminder: Set ALL your texture samplers to Shared: Wrap Resources: Batch UV Operations: Material Atlas Function: Discord: YouTube: Twitch: Patreon: Twitter: Computer Specs: Ryzen 3900x 12core
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