Realtime texture baking for procedural assests created using geometry nodes or modifiers
So suppose we created a procedural net using geo nodes and some modifiers, but this has very high unwanted polycount when this could be texture baked on a simple plane using alpha maps for example. This will make the scene less heavier in shading viewport.
We have a procedural model with high poly count, in geometry nodes using bounding box to creates a simple plane for this mesh, and all texturing details procedurally baking to this plane from original mesh in real time(or using a manual "refresh bake" kind of button functionality), this will be very memory efficient and more convenient for heavy scene involving multiple assests.
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