I am currently trialing City Engine with Unity and find it creates way too many textures creating thousands of draw calls, which is unacceptable. Is there any way to atlas the textures that i am missing?
I am exporting with the merge objects by texture option to fbx, however this is then not suitable for occlusion culling. there needs to be a way o export objects as single objects sharing texture atlases to make this software optimized for games and simulation.
im Ahmad GeoDesign student at Philadelphia University , i'm looking for CGA rule for piers . May i have something to help me .
Do you mean:
1. Pier that boats dock to?
2. Pier, structures that hold up bridges?
Ok, Piers that boats dock on... Hey, it seems we are in the middle of someone else's discussion. Can you make a new discussion in the CityEngine place, and title it Pier Rule, or something like that? I can then explain in the proper context. Should not be a hard rule to make.
i mean #1 Pier that boats dock to
The CityEngine exporters currently (2014.1) do not include atlas generation functionality indeed. You must use a 3rd party tool to do that, i would expect there are some Maya plugins for this purpose.
Actually, i'm not sure what is the optimal material layout for unity performance. This heavily depends on how unity sets up it rendering datastructures. Do you have experience with that, i.e. could you describe it / give us an example?
The exporters for CityEngine 2015.2 do include atlas generation functionality.
Texture Settings: Create Texture Atlas
Creates texture atlases which combine a set of textures into one, thus reducing the number of textures and materials.
All textures except COLORMAPs are removed.
Note: in case of repetition (i.e. uv coordinates outside [0,1]), textures can not be put into an atlas.