View questions about Textures
I was reading through Forums during the past few days to have a proper answer.
I have to say I am more confused than before.
While some want high resolution textures, other are claiming that 2048 is enough.Some want PNG,other JPEG or Tiff.
But the problem goes more deep for me.
Take as example an village environment with props, up to 8-10 stand alone houses, ground, eventual plants.
Now I have the possibility to make for the house and his material zones procedural textures, which will look after 3 houses just not good. So I have to make for each house and material zones an UV map. This is a lot of textures. Yes, I could make one UV for each house, squeeze all materials zones in 1 UV map ,which will look after blurry when finished textured ,because some zones are to small.
Second solution, I could make for each mat zone extra UV and texture, which will look after good, but way to much texture files which will eat up memory.
So here I would like to find a balance which fits for most of the user.
anomalaus last edited by
@ladonna yes, it certainly is confusing. I've played with a similar kind of detailed scene, Red Hill Studio's Dream Home, set in Magix101's WorldBase Xtreme, with HMann's Village scene. The Village scene has much lower detail and lower resolution textures, which makes it perfect for background, while attention has been paid to atmospheric effects at the horizon, where details need to fade out. The Dream Home set is so detailed and expansive that I'm sure it's placing an unnecessary strain on my system. I'd love to be able to simply say "reduce the level of detail and textures for everything behind the camera" to use less memory.
I could do such things manually, by taking the textures and reducing their resolution manually, but to have to do that every time I want to pose and render in a different part of the scene is a ridiculous amount of work to contemplate. Not only that, I discovered to my horror, that Poser Renders start exhibiting artifacts when the camera moves too far from the origin (about 45 metres) due to floating point underflow! It's quite difficult to try to remember that I'll need to parent every single building and prop in the scene to a grouping object and move it in the opposite direction, if I want to get artifact free renders in the Dream Home, which is situated about 1km outside the Village, where the scene's origin is located! As per this thread: SuperFly shadowing inaccurate away from scene origin.
@anomalaus I was thinking the whole morning how I could solve this issue.
Poser 11 has this nice layer in the material room, where you can make nice mask effects. (dirt, decal on houses) ,which will give the scene a random pattern with procedural texturing.
But, this set i would only make for Poser 11 available them,because in lower Poser versions, masking extra details is way to much work and effort.
The house textures need to be detailed because they are standalone and can be used also for a small scene (1 -2 houses as near background) ,so blurry small textures are not a option to me.
For this i sacrifice lower Poser versions.
Now the question is still ,PNG,JPEG or tif. High,low or should I create both, so the people can download the extra pack ( low resolution as example) . In this case not only I could save the user work, but no detail in the extra material pack would get lost, because i can render them out straight from Substance Designer which will keep all the Normal map, height map details, which is in Photoshop not the case.
amethystpendant last edited by
@Ladonna, personally I would stick with either jpg or png (I agree about the alpha channel of PNG it would be awesome to have transparency out of the box!) Your idea of 2 mats, one high one low and let the end user decide would be my recommendation, providing you explained when you would typically use one over the other, otherwise click and render users would automatically plump for hi-res
@amethystpendant Thanks :) Now I am bit further with this.
I think also 2 solutions is not a wrong way and it cost me not that much work.
But could give user more flexibility.
And JPEG for the normal textures and png for Alphas.
Hi my friend.
3 Things here.
a) I would go for png all around. (every time you "resave" a jpg the quality reduces)
b) If you need more "surface"? Poser can handle large textures.
Most apps go up to 4096x4096 textures but Poser has no such limitation.
You can use 8192x8192 textures if you need more high quality texture surface, and even take it up to 16384x16384 for real high quality.
c) And as a last tip ; Keep the number of material zones as low as possible.
I have a new video in the making about material zones control and it's advantages.
best regards, Tony
@vilters Tony thanks for the tip.
Problem, material zones. If you want really detailed textures ,realistic, you need to split up in material zones. Otherwise you have the hell to texture it.
Other hand, squeeze to much in 1 map, you get blurry results.
Many people can not handle to large textures like you suggest 8192x8192 or even 16384x16384.
Look I have a house. Roof, windows, wall first floor, wall second floor, door, wood and Iron.
Now If I would not have different material zones, I would even in Substance Painter have the hell in Texturing it
So not really a solution.
The only way is really make procedural with mask layer. And drop older Poser versions.
@vilters Here I have one example ready. ( damaged barrel has no metal ,so ignore please)
Two barrels share the same procedural ,only the mask is different .Rendered out in Substance.(The mask)So I think to keep the files between 2048 and 4096 is a good way. Details are there and materials zones which makes not so difficult to texture.
Flaviok last edited by
Ola minha amiga
Eu trabalho com computação gráfica e aqui as gráficas exigem um minimo de 300 DPI de resolução.
O tamanho de 2048 seria o suficiente e o tif é o de melhor qualidade ( mas o de maior tamanho ).
Hello my friend
I work with computer graphics and here the graphics require a minimum of 300 DPI resolution. The size of 2048 would be enough and tif is the best quality (but the largest).
@flaviok Thank you my friend :)