I have this flat texture that I just created in blender and uploaded to studio:
I’m happy with how it looks, but the texture was based off of a plane in blender which means there is only one UV island. Scaling the thickness of the MeshPart
makes it clear that there are data for all 6 sides, not just the singular face:
If I scale the MeshPart
’s thickness to its smallest amount, does the engine still draw the other sides but overwrites it? In other words, in regards to rendering the image, does it have 0 performance benefits for scaling the MeshPart
all the way small? Does the engine disregard most of the lines of the maps or does it draw every pixel but overwrites it for the same location when the MeshPart
is scaled down?
I obviously don’t want 6x the amount of PBR textures in my game; Unfortunately, PBR is only supported by SurfaceAppearance
, otherwise I would just plug the maps into a texture/decal and call it a day.
If it is drawing 6x the amount of PBR textures when the thickness is scaled all the way down, then the only workaround I can think of is to instead use a cube and maybe move all but one of the UV islands to an area outside of the textures or to an area of alpha. This causes the need to upload an .fbx
file of a cube just to get the UV data…not really ideal.
So should I just scale the thickness of the MeshPart
and ignore how it is double-sided, make the game download an extra mesh object for each PBR texture, or maybe something else?