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Question by
seeme00 · Oct 28, 2016 at 10:49 AM ·
memory managementprocedural texturing
Procedural material memory impact and generation
Hi
I want to use a substance material as a template to generate pseudo random visuals.
The basic idea is:
Foreach object:
Assign a new procedural material instance (from the template)
Assign value to the various properties available
Rebuild textures
Of course the memory is going to be impact and that's what I'm interested in.
In the memory profiler, I can see that the gfxDriver footprint is increasing drasticaly.
When I try to measure the impact using UnityStats.usedTextureMemorySize, the footprint seems to remain the same.
I guess that the vram for texture data pool allocated. Is that the case?
I'm going to work on procedural materials that share the same data but use different parameter to use them. Is that feasable? The memory footprint should remain low (at a per pixel cost). Is that a right assumption?
Thanks.
JN
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