Reducing Draw Calls in Unreal! [UE4/UE5/Blender] (Check Description!)

NOTE: check out my video on the new SWITCH node for a simpler atlassing function! ———- Today we’re looking at my current system for creating complex, modular, detailed, multi-textured objects without incurring extra draw calls. This system is quite easy to use once you wrap your head around it, and is a great way to convert existing multi-material assets into a unified material setup! Your GPU will thank you, and your artists will as well. You can also use this method to convert existing “texture atlas“ assets to be able to use interchangeable textures. ---- Friendly reminder: Set ALL your texture samplers to “Shared: Wrap“ ---- Resources: Batch UV Operations: Material Atlas Function: ------------------------------ Discord: YouTube: Twitch: https:/
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