Tony_Hilliam
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I'm having a bit of trouble with the terminology being used. The article talks about materials in terms of polygon count. How can a material have polygons? I thought PBR was all about giving the impression of polygons and physical volume but using only 2D texture materials. As an eminent Queenslander once said "please explain".
It's the meshes that are cross-fading (right?), so wouldn't the transition look smoother if both meshes used exactly the same material as they cross-fade? Or are the materials A and B actually the same in appearance, but just given different names because the game has no other way to distinguish the high-poly mesh from its low-poly counterpart?
Therefore, I think crossfading should be implemented on track spline assets, perhaps in a manner that makes it easier on the creators of pre-existing track.
The fade parameters are material attributes, so to have one set of polygons "fading in" while another set is "fading out" they must belong to different materials. We expect that the materials will likely be equivalent in all other ways.
chris
Is height and/or normal usable in the material ?
Height, as in parallax displacement, is not present in this material.
The material does use a normal map and PBR parameters.
chris