So I have a single mesh with a pretty big UV color map applied to it. I’d like to add some procedurals to the mesh, but only in select locations, so I intend to copy the basic color-map material several times, select several different procedural textures and properites for each, and then select vert groups for application of the multiple materials. Make sense so far?
But…does that mean if I apply, lets say, 5 materials to the mesh, each one with the massive color UV map, Blender will allocate the memory to render the color map 5 times?
I’m guessing there are more elegant ways to do this…:rolleyes: (Nodes perhaps, which I haven’t investigated yet.) But simple is good, and the above method is certainly simple.