#Can i make a procedural Blender material into a shader?

2 messages · Page 1 of 1 (latest)

analog vapor
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i have a terrain that's gonna be huge. mostly a triangular mesh, so not much impact on performance for polygon count minus occluded geometry. but the problem is that this is all a single mesh, and i don't wanna have too much memory allocate into this texture.

is there a way i could turn this procedural material into a proper shader calculation? i want to have a small baked texture for a far away render and have the shader loaded in on the nearest faces as i approach them. would that be possible?

hushed mirage
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Generally Blender shaders are not compatible with Godot shaders because Blender has features that pure shaders can't have, so you will need to recreate the shader in Godot manually as best you can. That being said, your node graph doesn't seem to involve anything too crazy, so recreating it should be possible. You may need to build your own wave texture out of trig functions, for example.