Understanding procedural materials vs. materials with textures.
If I need a “Perlin noise” effect in a material, what is most performant, to generate a Perlin noise in Engine (77 instructions per level, 4 texture look ups) Or importing a Perlin texture?
When the noise node is plugged-in as Base color, what is the resolution of the noise? Is it 4k, 8k? or is it adjusted on the fly in WorldSpace?
I can’t tell you what resolution the procedural noise is, but a texture a very definitely more performant than the noise node. Just because there’s no computation involved.
In the noise node there is an option to use multiple interpolated textures like a medical scan.
if u combine 2 of those with a low exponent. youve got an infinate unrepeating noise.and thats the fastest noise. there’s no restpos but u can use positional offset by sutracting the position of the object from the worldpos but that again costs stuf and things.
its about as fast as using 7 textures. since the texture samples still need to happen for every surface its not faster to becouse you cant reuse a noise or something like that.
but if you need to make more then 14 versions of the same asset, but then again instance offsets on masks ects is still faster.
(i now have questions about UDIMS vs doing everything in geo but it seems the answer there is a similar its faster to use textures)