Which is most efficient way to put an image on a circle? (Solved)

lukon100lukon100 Posts: 818

Imagine texturing a disk. It has two circular surfaces to texture. I’m wondering which of two circle-texturing methods would be less taxing on a GPU at render time.

Method 1: The normal method. Fill in the circles with quads and tri’s, UV map them and apply the texture image(s) to the UV mapping.

Method 2: Superimposed squares with transparency maps. Don’t fill in the circles with any faces. Leave that object as just the cylindrical edge of the disk. Instead, superimpose a square plane over each circle of the disk, and parent the squares to that disk cylider. Then UV map the texture image(s) to the square planes. Use a transparency map to make the area of the square planes outside the circle turn invisible.

Method 2 reduces geometry. But I wonder whether this advantage is cancelled out by other factors I don’t know much about.

Post edited by lukon100 on

Comments

  • Adding transparency mapped surfaces increases the work the render has to do, as the surface has to be evaluated for every path going through it (Iray) and for ray-traced sahdows and other effects (3Delight), so I would expect that method to be less efficient. Whether you would notice the difference would be another matter.

  • lukon100lukon100 Posts: 818

    Thanks, Richard.

    It sounds like you recommend I stick with regular old method 1. Will do.

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