# Using Material Combiner in Blender to Optimize for CGE

**URL:** https://forum.castle-engine.io/t/using-material-combiner-in-blender-to-optimize-for-cge/2020
**Category:** Uncategorized
**Created:** [September 20, 2025, 4:59pm UTC](https://forum.castle-engine.io/t/using-material-combiner-in-blender-to-optimize-for-cge/2020 "2025-09-20T16:59:16Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![hal09](https://forum.castle-engine.io/letter_avatar_proxy/v4/letter/h/e9c0ed/32.png) [@hal09](https://forum.castle-engine.io/u/hal09)
#### Post date: [September 20, 2025, 4:59pm UTC](https://forum.castle-engine.io/t/using-material-combiner-in-blender-to-optimize-for-cge/2020/1 "2025-09-20T16:59:16Z")

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I tested the [Material Combiner addon](https://github.com/Grim-es/material-combiner-addon)  
in Blender to create a Texture Atlas, and the results are great.  
Before, each player used 2–6 materials which caused many draw calls.  
Now each player has only one material.

**Benefits:**

Greatly reduced draw calls.  
Higher performance (my FPS went up by ~50 with 25 players).  
Cleaner glTF/GLB files, easier to load in CGE.

In short: using a Texture Atlas = fewer materials = fewer draw calls = better performance.

@Michalis: maybe it would be useful to mention this tool (or texture atlas workflow in general) in the CGE optimization guide  
, if nothing similar is already documented there.
