I've tried to use texture sets instead of baking colorId map.
I've assigned 20 materials to vertex groups using blender. All materials presented as texture sets in Mixer, names are preserved which is good.
in Mixer even a single simple material with 256 pixels resolution assigned to all texture sets results in full 16gb RAM usage and application crash.
You can reproduce this very easy:
1. create a mesh with 20 materials ( 20 texture sets in mixer )
2. assign any material to all texture sets
result: extensive RAM usage and crash. Sometimes it crashes even when there is 2-3gb free RAM
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