ZBrushCentral

is multiple instances of the same map the same load as one?

if i use a displacement map on a brick and made a thousand copies of that brick to make a wall, is it the same as using a thousand maps or a single map?

Why not just use an alpha to mask and then displace all the bricks at once?

Are you asking for the overhead during render? While sculpting? For real-time tessellation? RAM, gpu, cpu, overhead for what?

sure, there’s lots of ways to make a wall. but that was just an example to illustrate what i’m interested in.
let me ask it this way. does a single map that is used multiple times get treated differently than multiple maps used one time?

@beta

possibly for building. i’m thinking of trying out a brick by brick building method i’ve been thinking about, sort of a modular type thing. so i was wondering if more, say, memory would be required by zbrush if i started with sculpted components with maps.

like if i post an image here 10 times, your machine only needs to download it once to see all 10 instances, so your resources-how ever that is defined- are taxed 1/10 than if i posted 10 different images. is that how it is on typical computer for displaying multiple images(maps) within zbrush?