Any resource advantage of LIE over just image swapping?

I have a big surface that I want to put small words on, like some warnings on the outside of a ship.

I can texture the whole surface fine in just 512, except for the words. If I want the words to look sharp, I gotta go to like 8K.

Would using LIE reduce the resource load any? Or, would the LIE merely output an 8K temp image with no advantage over having done that “manually”?

Comments

  • felisfelis Posts: 4,283

    As I see it you will not gain anything with LIE compared to a modified image. An LIE will generate a temporary image which will be used.

    What you could do is to make the text area it own surface, and then you can use higher resolution for that.

  • Richard HaseltineRichard Haseltine Posts: 100,564

    For Iray you could use a Decal, or use Diffuse Overlay and do the tiling on the maps not the general surface property. Decal would be more efficient as it wouldn't require padding for the rest of the UV space, but it will distort if the  area to whjich it is applied is not fairly flat.

  • lukon100lukon100 Posts: 803
    edited October 25

    Thanks for your help, you folks!

    In this specific situation, I opted to make a placard over the ship's wall for the words. UV map for the placard is nice and low res.

    I've never heard of the "Diffuse Overlay" approach. I'll have to look into that.

    Post edited by lukon100 on
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