Shifty,
Is this what you are referring to for ontime asset creation?
Example:
Here is a small detailed texture of standard concrete
Here is a small detailed texture of grout type A
Here is a small detailed texture of moss type A & B
Here is a small detailed texture of brick type A
Here is a small detailed texture of dirt type A, B & C
Developer creates a wall, creates the brick pattern he/she wants. Then basically starts layering the textures onto the wall to create the image he wants to see. More moss in the grout but heavy amounts in the large crevices. Varying amounts of dirt on the wall but larger amounts near the bottom with some very dirty areas near the top. The concrete and brick textures vary in strength throughout the wall...etc etc.
Now instead of applying multiple layers of textures to get this affect during rendering the system generates an entire texture from these textures and spits it to the GPU for rendering instead. All of that can be done on the CPU and allows for an immense amount of asset creation.
Basically instead of the developer at that very moment spitting out a texture and saving it in storage he/she just created the instructions for the system to generate the texture before presenting a complete texture to the GPU? Normally the GPU would just keep applying layers of textures on top of one another to get what the developer wanted but this way the CPU created a single texture instead?
This would mean a plethora of small textures would be loaded into ram and the system would just pull them and use them to create larger textures or smaller textures that have already been layered before rendering?
This makes sense to me but a part of me is saying this in one way or another is already being done.
I'm looking at it almost how Naughty Dog did Drakes animations, layering animations on top of one another and having the CPU fill in the transitions between them.
Is this what you are referring to for ontime asset creation?
Example:
Here is a small detailed texture of standard concrete
Here is a small detailed texture of grout type A
Here is a small detailed texture of moss type A & B
Here is a small detailed texture of brick type A
Here is a small detailed texture of dirt type A, B & C
Developer creates a wall, creates the brick pattern he/she wants. Then basically starts layering the textures onto the wall to create the image he wants to see. More moss in the grout but heavy amounts in the large crevices. Varying amounts of dirt on the wall but larger amounts near the bottom with some very dirty areas near the top. The concrete and brick textures vary in strength throughout the wall...etc etc.
Now instead of applying multiple layers of textures to get this affect during rendering the system generates an entire texture from these textures and spits it to the GPU for rendering instead. All of that can be done on the CPU and allows for an immense amount of asset creation.
Basically instead of the developer at that very moment spitting out a texture and saving it in storage he/she just created the instructions for the system to generate the texture before presenting a complete texture to the GPU? Normally the GPU would just keep applying layers of textures on top of one another to get what the developer wanted but this way the CPU created a single texture instead?
This would mean a plethora of small textures would be loaded into ram and the system would just pull them and use them to create larger textures or smaller textures that have already been layered before rendering?
This makes sense to me but a part of me is saying this in one way or another is already being done.
I'm looking at it almost how Naughty Dog did Drakes animations, layering animations on top of one another and having the CPU fill in the transitions between them.