I am working with a thing that needs image maps large enough to look great even when the cam is very close.
I’m trying to work with png maps 10,000 pix square, using selections in the shape of the poly’s they’ll be mapped to, and trying to whack them down to JUST what I need, both in dimensions and file size.
but these files are too much for my rig…dunno if size or the PNG format…PS won’t let me save out as a 10,000 px PNG and I’m shovelling lots of time down a rat hole getting nothing done! yipes!
Big help if I could know how big I need to have, then work no larger files than that.
my frame size 852 x 480, so no super-huge, but as I said the cam will get close.
well that is a great idea, but I first need to be able to edit the source maps, and it’d be helpful to know how large they need to be, then I can make them no larger than that… edit: Blender can handle a 10,000 pixel square image map; photoshop can not! at least, PS can’t save out a PNG of that size on my rig. from what I can tell, Blender doesn’t like PSD format. I think you’re talking about swapping textures or swapping meshes and I know OF it but haven’t done it yet. thank you! rc
Thanks, RickyBlender I don’t know that it must be 10,000; I only know that it must be large enough not to pixellate when the cam is very close. Even if I use 2 models with 2 sets of maps, I still need to be able to manipulate the larger map. How do I learn the minimum size my map must be not to pixellate when the cam is close? thanks! rc
How do I learn the minimum size my map must be not to pixellate when the cam is close
It would help if you show exactly what you have and what you are hoping to achieve. You do realise how difficult it is for people to help with so little info. Show screenshots, attach your blend file (downsize your texture, as a 10k texture is outrageously large).
in the way where you slice out only the parts you want so that image maps can be smaller file sizes.
It would help if you show exactly what you have and waht you are hoping to achieve. You do realise how difficult it is for people to help with so little info. Show screenshots, attach your blend file (downsize your texture as a 10k texture is outrageously large for a texture).
I’m going with an outrageously large image map to avoid seeing pixelization when my camera is very close to the object being mapped.
I don’t know how small I can make this image map AND still avoid pixellization when my camera is very close to that object being mapped.
I do know this is somewhat of a unversal issue in the 3D world: how big do my image maps need to be?
if my frame is 852 x 480, then need my map be twice as large? 10 times as large?
what’s the multiple of size I need for when my camera gets very close to the object being mapped?
I do know this is somewhat of a unversal issue in the 3D world: how big do my image maps need to be?
Simple answer is they have to be big enough to hold all the detail you want or need to see.
I gotta say that I don’t think there is any hard fast rule as to how big your texture has to be to look good in close. Best thing I would think would be to create a plane, texture it and position it as close to the camera as the object you’re working on and see what the results are. I’d start at 1024x1024, if it’s pixelated, retry it with a 2048x2048 image. The image could be as simple and a few lines & circles.
As Scotchtapeworm says, you can always make separate mesh objects and use smaller textures if you need 10,000 size textures. Take a 6 sided cube unwrapped onto a 10,000 size image, each square side would only take about 3,333 pixels, so 6 3,333 maps, one for each side of the cube would be the same as 1 10,000 map. Of couse this method I would think would be cumbersome if you need to use texture painting in blender.
Another factor that would come into play is what is going on in the scene? Is it going to be a shot of a stationary object or will it be a moving object? If it’s a non moving object, you could see the pixellation more so than if it was a fast moving jet airplane, so that would also play a role in the size you need.
I think you’re right…it’s going to come down to file-specific experimentation…
As Scotchtapeworm says, you can always make separate mesh objects and use smaller textures if you need 10,000 size textures.
Are you saying using multiple versions of the same model in the same scene? how’s this handled? Manually turn one off and the other on when the camera is close enough to require the larger map?
Another factor that would come into play is what is going on in the scene? Is it going to be a shot of a stationary object or will it be a moving object? If it’s a non moving object, you could see the pixellation more so than if it was a fast moving jet airplane, so that would also play a role in the size you need.
Randy
now, this I have seen in my early tests…when the cam is still or even moving slowly, the pixellation is downright heinous…
that’s why I went overboard and did a 10,000 pixel map!
I think I’m going to try cutting out portions I need from my huge map, then saving those to a smaller-trimmed down file containing only what I need, so that I’ll get all of those pixels…
Are you saying using multiple versions of the same model in the same scene? how’s this handled? Manually turn one off and the other on when the camera is close enough to require the larger map?
No, I am saying cut the object down into smaller objects if possible. Take a look at this model: http://blenderartists.org/forum/showthread.php?t=205041
It’s made of about 30 different objects, the fuselage alone is 8 different mesh objects. Each mesh has 1 1024x1024 map for the color, and other than a few flaws I have to fix, that size texture will be enough for a close up as close as I need to be. All the separate parts are parented to one part, so moving & animating I only have to move 1 part and everything stays in place. Same thing with a cube, instead of a six sided cube, you could use 6 plane objects, each with it’s own map and parent 5 planes to 1 plane giving what appears to be one object when it’s 6 different ones.
Now in the case of my rocket 8 1024x1024 maps for the fuselage, if it was all one object, I would need a map of 3072x3072 to have the same resolution as the 8 smaller ones.
Which I think is what you have been meaning by
I think I’m going to try cutting out portions I need from my huge map, then saving those to a smaller-trimmed down file containing only what I need, so that I’ll get all of those pixels…
Also size come into play, I wouldn’t ever think you would need an image bigger than 1024x1024 for say a diamond ring, but 1024x1024 would never work on say a jet plane…
This is an example blend showing a simple material. The first two textures are normal, and the last to are detail textures. 256x256, tiled many times across the quad, this enables us to go quite close to the surface.