#Architecture Regarding "Mesh Unique" Materials

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wanton eagle
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I've been working on my renderer and one thing struck me as an interesting technical challenge I don't really know how to fix so I was hoping someone more experienced in game engines + asset pipelines could help with this.

Essentially what I'm referring to is meshes like a computer terminal that can be interacted with but rather than being rendered as a simple overlay over the screen UI they're a texture that's being rendered on top of a mesh in 3D.

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In principle this should be pretty simple - mark a specific part of a mesh as the designated "screen zone" and then when rendering just render the terminal ui to a texture, then render the texture on that screen zone.

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But in terms of architecture around this I'm kinda stuck. Let's say I'm an artist making a new computer terminal mesh, do I have to make it so that all meshes labelled e.g: terminal_screen get treated specially?

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Do I overwrite the emissive component of the material with the ui texture?

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etc...

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Essentially what do you do when the model asset has textures that get dynamically generated by the game itself.

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How do you flag regions of the model as X