given that next gen should finally reach the point where PT (progressive textures) are becoming practical, and we've seen what procedurally animated textures can do (SH3).
I'd like to raise the following questions:-
1. what are the limitations of current implementations of PT in terms of content? I've been led to believe that random noise generation is it's main forte (leaves, flames, material surfaces etc.....).
2. what becomes of the artists role in texture creations at this level?
3. what are the computational costs versus sticking massive textures(compressed?) into gobs loads of memory.
4. why procedural texture do not generate a coherence problem, by this I mean that textures are reasonable static frame to frame.
I am currently of the opinion that CELL will be hard pressed to rely of PT, trading off possibly less RAM if it is computationally expensive and difficult to create the content of mannually created textures.
I'd like to raise the following questions:-
1. what are the limitations of current implementations of PT in terms of content? I've been led to believe that random noise generation is it's main forte (leaves, flames, material surfaces etc.....).
2. what becomes of the artists role in texture creations at this level?
3. what are the computational costs versus sticking massive textures(compressed?) into gobs loads of memory.
4. why procedural texture do not generate a coherence problem, by this I mean that textures are reasonable static frame to frame.
I am currently of the opinion that CELL will be hard pressed to rely of PT, trading off possibly less RAM if it is computationally expensive and difficult to create the content of mannually created textures.