Author Topic: Texturing - Manipulation vs Masking  (Read 124 times)

Offline WASasquatch

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Texturing - Manipulation vs Masking
« on: November 06, 2018, 07:08:36 PM »
From the greats, what would be the best method from an optimization stand-point for a project?

An example of this...

Manipulation:

A surface layer with another surface layer as a child, and a single PF driving displacement and base colour fed into the child surface layers main input, while the child surface layers child input handle only colour manipulation of the base BF via functions. This could utilize more surface layers and PFs to masks them, but the same method for child input and colour altering.

Masks:

A surface layer with a series of power fractals masked by a series of other power fractals all with individual settings and other stuff not needed such as disabled displacement but what is needed.
Art can be a window into the soul

Offline Dune

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Re: Texturing - Manipulation vs Masking
« Reply #1 on: November 07, 2018, 06:16:52 AM »
Personally, I mix methods. I never look at optimization, as I think it won't make much difference in render time (if that's your query actually). So I just attach how I need something to work, and sometimes it is more like your first method, sometimes more like your second, or whatever works.

Offline WASasquatch

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Re: Texturing - Manipulation vs Masking
« Reply #2 on: November 07, 2018, 06:35:26 AM »
Personally, I mix methods. I never look at optimization, as I think it won't make much difference in render time (if that's your query actually). So I just attach how I need something to work, and sometimes it is more like your first method, sometimes more like your second, or whatever works.

That is what I was going for query wise. Though I do wonder if there is any difference. Probably negligible depending on if you're using more than one PF for displacements.
Art can be a window into the soul

 

anything