i didn’t catch this !
this makes sense ! much more than the ‘atlasing’ principle.
This means that on the parts of the model you want very high details you can have some. and on less interresting parts, just get 512x512 textures and it’s okay.
am i right ?
this means this system is a cam/viewer oriented system and it’s efficient only if you sacrify some zones of your mesh that cam won’t get close to, and emphasize some other parts on wich cam will… zoom ?
am i still right ?
if i’m, now all this really makes sense to me. even if i realize it’s not what i need
Because if you consider, in an free visit FPS you can get close to any part of a mesh, this system is not interresting at all, as each par of the mesh has to be as detailed as any other…
I wish i knew mari for catching all this much better…
Anyway thanks a bunch for your explainations !
regards and… happy blending