I’m researching trim sheets for optimisation.
Normally i use the moddeling tools in the editor to displace a static mesh with a tileable texture.
Now i want to use trim sheets but i can’t figure out how they work with the displacement tool in the editor because it uses a texture as input but it does not have any UV’s so it just uses the whole image and displaces the asset with it.
I have a wooden wall that has all its textures on a trim sheet and the displacement map contains some slope and damage information to displace the planks. Is it possible (or smart) to do this in a trim sheet or should i just have a completely unique material for just a modular wall piece?
I’m planning on making a few different wall types for wood/stone etc and am afraid that using unique textures/materials for each different piece would be bad for performance. Every piece will be modular so a single piece may be used a lot of times in a level (Example: long hallway out of a 2x2 wall piece.)
Thanks for any help!