I have a bit of a specialized problem to solve.
I've erased some tripods and added a transparent buffer at the bottom to make the image properly equirectangular. I also already know the UV maps to align my scanner mesh with all of the different images.
The trouble is that when I try to add all of these images to the material for my mesh, Blender slows down and eventually crashes well before I add all 10. I think it has to do with the fact that each one is a very large image texture (8168x4085 pixels). Also, probably due to the many different UV maps, the render of the mesh looks pretty awful. Here's an example using 4 image textures:
Clearly, there's something wrong, but I haven't any idea what it would be.
I think a good solution to these problems may be to bake a new texture that contains all the colour information of my ten textures, but I don't know how I would do that without loading all 10 textures at once. I'd need to do it sequentially, one after the other. I'd also like to consider the alpha values in each texture, to accommodate for the fact that some portions of the textures are transparent.
Any advice on this would be helpful, I'm really stuck here.