Shifty Geezer said:I imagine there would be a degree of on-the-fly creation. eg. In the wall example you have a shader that applies a degree of noise based on the UV coords, or on a reptile you create cellular bumps based on UV coords. This'll save RAM and provide infinitely scalable detail (no pixelation or blurring of bumps for example) but is a number-hog. You wouldn't procedural render to texture or you may as well just use a precalculated texture.london-boy said:So, procedural textures would save you space on the DVD, but not on RAM. That is, unless EVERYTHING is really done on the fly and dumped as soon as the frame is rendered. Seems fishy to me.
I can see procedural textures reducing the loading times, and the memory required for levels or zones, but they still have to take RAM space like any other texture while they're in view, don't they?
I'm no expert, but if the textures are created on the fly for each frame, on a static object (wall,floor) then they would shimmer as hell, wouldn't they? The only times I can see devs doing it, is with animated textures such as skies, fire, water, etc... Would someone enlighten me?