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Texture size, are you using 8k or 16k often?
show user profile  Nanne
I'm curious of your experience of texture resolution. What are the most common texture sizes when you work? How often do you use 8k, 16k, or even more hi-res textures?

I can imagine if you are doing a lot of really hi-res renderings for print, 8-16k textures are useful. But for 1080p animations, how beneficial is it then with 8k in that situation? On the other hand, soon there might be more common to do 4-5k renderings for animation, and perhaps then higher texture resolutions might be more important even for that kind of work.

One potential problem is that a lot of textures at 16k would take up a lot of memory when rendering, so you need more expensive hardware. But is it still worth it?

Kristoffer Helander
www.kristofferhelander.se
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 465 times
5/10/2016 12:38:53 AM (last edit: 5/10/2016 12:38:53 AM)
show user profile  donvella
we use 25k textures for usually floors and large spaces that are usually in the foreground of archviz renders. Yes they require expensive hardware, yes they look amazing, and yes they are worth it.

Not sure about animations but generally I dont swap out textures for an animation. And now we are using Corona instead of Vray for animations are just - set frame range hit render. No need to know any technical settings - and as long as we are under our ram limit and renders correctly I dont investigate.






read 456 times
5/10/2016 1:32:38 AM (last edit: 5/10/2016 2:12:03 AM)
show user profile  LionDebt
4k is as high as I've gone - mostly real-time, game development stuff.

:)
read 454 times
5/10/2016 1:44:49 AM (last edit: 5/10/2016 1:44:49 AM)
show user profile  9krausec
I've never had the pleasure of getting to 4k. Soon. Very soon.

25k? Is that even a thing? Ffs.




- Portfolio-




read 439 times
5/10/2016 3:53:09 AM (last edit: 5/10/2016 3:53:09 AM)
show user profile  ijzerman
hah same here. Occasionally i go to 8k when its needed but most of the time 4k. Doing 1080p animation mainly :)

--------------------------------------

Pushing buttons since "86
read 421 times
5/10/2016 9:54:48 AM (last edit: 5/10/2016 9:54:48 AM)
show user profile  3Ddeath
4k is my new standard, going lower I feel like I'm making things crappy unless they are small parts.

I haven't gone 8k yet but really really wanted too, i keep getting held back by this guilt feeling of using textures that are too big instead of optimizing the uvs a bit better

I probably will jump onto the 8k train very soon

I can see the need for 25k textures for the floors, prevents needing to tile or blend with procedurals... because floors are one object that is both the closest to the camera and furthest away


Portfolio Site
read 389 times
5/11/2016 6:36:31 PM (last edit: 5/11/2016 6:39:17 PM)
show user profile  Dave
Depends what I'm doing obviously, 512 is sort of my favourite res. Got a lot of time for 1024's though.

2048's are pretty rare.

I'd fire one of my artists if they used 4k and above.

"I flew over Egypt once"

read 380 times
5/11/2016 7:20:22 PM (last edit: 5/11/2016 7:20:22 PM)
show user profile  LionDebt
@Dave: What target platform / hardware are you developing for? I'm basically pushing everything to PC and relying on MipMaps for quality / memory control.
read 372 times
5/11/2016 10:00:52 PM (last edit: 5/11/2016 10:00:52 PM)
show user profile  3Ddeath
"512 is sort of my favourite res "
wow that's low, must be game dev stuff than? I haven't even seen a 512 map in years, I'm sure id be fired if I used a 512 map ;)

I think Maya is causing me to do higher rez textures, there's no easy way to work with multi-sub object materials in maya thus I'm left with either separating objects or keeping more UVs on one tile as its simply quicker with less risk of breakage this way.


Portfolio Site
read 368 times
5/11/2016 10:52:53 PM (last edit: 5/11/2016 10:53:29 PM)
show user profile  Bolteon
As high as necessary to maintain a 1:1 pixel density on screen at the chosen output resolution.


//Edit

Also, MipMapped EXR's are your fucking friend.

-Marko Mandaric



read 361 times
5/11/2016 11:12:38 PM (last edit: 5/11/2016 11:13:22 PM)
show user profile  Nanne
@donvella: 25k that's a lot! :D But why 25 and not 24, why are you not following the power of two?

@Dave: 512?! Really? That's really low, are you developing for mobile?

@Bolteon: Yes, mip-mapped EXR saounds awsome! :) Are you working with 8bit or 16bit textures? Do you have any experience with mip-mapped TIFF, altso knowned as .tx or .tex? Seams popular for Arnold and Renderman.

Kristoffer Helander
www.kristofferhelander.se
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 358 times
5/11/2016 11:42:23 PM (last edit: 5/11/2016 11:42:23 PM)
show user profile  Nanne
Speaking of textures, have you seen this new texture site, by Andrew Price, a.k.a. Blender Guru?

Skip ahead to around 3m 30sec.


What do you think about it? :)

Kristoffer Helander
www.kristofferhelander.se
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 354 times
5/12/2016 12:13:33 AM (last edit: 5/12/2016 12:14:12 AM)
show user profile  donvella
@Nanne: Not sure, I didnt make them I just bought them. I had quick look it seems to be 25000x3728 - does this make it 4k or 25k? lol





read 349 times
5/12/2016 12:31:38 AM (last edit: 5/12/2016 12:31:38 AM)
show user profile  Dave
@all who asked.

Mobile and PC games, but we've yet to do anything hyper realistic or anything. I prefer to use as low as we can get away with. Of course this depends greatly on the type of game and major assets are of course given a higher priority but I find with a bit of planning ahead you can do great things with small textures.

I pretty much follow what bolts has said:

"As high as necessary to maintain a 1:1 pixel density on screen at the chosen output resolution."

I look at how big something will be on-screen for the majority of the time at max-res, and then just make a guesstimate as to how much texture space it needs. I believe you can get away a lot more than you think you can.

Here's a recent example that I'm probably not allowed to show you, but this image is my re-do of an asset from one of my artists, who was originally using a 1024 map and mostly unique UV's for this asset. It's worth noting that the scale of the asset in this image is still much larger than it would appear in game, but the UV optimisations still hold up quite well.

The left is the original version, and the right + UV sheet is the optimised 256 version.


Edit
Oh and I fixed that bake hiccup, that was Max being stupid and pasting the overlayed UV's upside down before baking.

"I flew over Egypt once"

read 346 times
5/12/2016 2:01:24 AM (last edit: 5/12/2016 2:04:11 AM)
show user profile  Bolteon
All this talk about textures and this and that makes me happy I'm getting out of VFX.

-Marko Mandaric



read 342 times
5/12/2016 3:38:02 AM (last edit: 5/12/2016 3:38:02 AM)
 
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