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Minimize drawcalls: for selected texures only?

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france
A question for you Arno:

When predicting/minimizing drawcalls is there a way to exclude some textures of the process?

The purpose is simple: imagine an object (a lighthouse, for instance ;) ) having some parts transparent (like glass of the lantern, or railings).
If I try to predict/minimize drawcalls, MCX does the job perfectly but transparent textures are then mixed on same maps together with solid parts.

How should I do to have railings and glass on a separate map? Is it even possible?
 
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I'm glad someone else has mentioned this... if I recall this has been requested before ( by me ). It's on the wishlist, right Arno ? :)
 
You can export the transparent parts as a unique model, delete them and then minimize the draw calls for what remains; then you import you transparent parts with their own texture.
 
Hi,

As mentioned already it's not possible at the moment. And I also didn't find the change on my wishlist to be honest. But I can add it, should be relatively easy to skip textures with an alpha channel.
 
It would be very useful because more and more often imported models come from popular tools not very efficient at texture mapping (eg. Sketchup).
Thus plenty of texture parts, which would greatly benefit from your MCX drawcalls minimization tool.
But when alpha'ed textures are present, this is not possible (yet!)
 
The current approach where alpha textures are combined with the other textures does work. But it might not always be optimal since you will might get two sets of material parameters for the same texture.
 
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