You don't need a new surface for each textures, there's no reason why you don't dump all the different particles onto on textures (surface) and use the UV co-ords to pick the right one.
However, there is a trade off eventually when you've got so many triangles on one surface it starts getting slow.
This is why you need to start splitting into different surfaces.
Personally I'd go with 1 surface per emitter, it seems to make sense to me as the auto culling blitz does should work well as you're not going to have 1 entity spread over a massive area.
However, there is a trade off eventually when you've got so many triangles on one surface it starts getting slow.
This is why you need to start splitting into different surfaces.
Personally I'd go with 1 surface per emitter, it seems to make sense to me as the auto culling blitz does should work well as you're not going to have 1 entity spread over a massive area.