Hello,
I have been receiving a lot of models with materials created in Substance Painter. All these maps are 4k, and taking up a lot of GPU memory. I've been having to switch to On-demand mip-mapping or just batch resizing them, but I'm starting to lose detail. I was planning on requesting the height, roughness, & metalness maps compiled into a single texture and then separate them in 3ds Max, but I noticed that RGB tint isn't supported in GPU rendering. What's the best procedure to follow? I'd assume that splitting them with the RGB tint would save memory, but is that true?
Thanks!
I have been receiving a lot of models with materials created in Substance Painter. All these maps are 4k, and taking up a lot of GPU memory. I've been having to switch to On-demand mip-mapping or just batch resizing them, but I'm starting to lose detail. I was planning on requesting the height, roughness, & metalness maps compiled into a single texture and then separate them in 3ds Max, but I noticed that RGB tint isn't supported in GPU rendering. What's the best procedure to follow? I'd assume that splitting them with the RGB tint would save memory, but is that true?
Thanks!
Comment