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NitroLiq
11-29-2004, 03:56 PM
I've done some searching around and noodled on my own regarding rendering for print but I'm curious if there is a relation between texture resolution and final render resolution? For example, let's say I'm going to print to a 5" x 7" card at 300 DPI, the render would be 1500 x 2100. How does texture resolution fit into this? In general for screen, we know to use higher resolutions for tighter, detailed shots and less for distant shots. Do I need to also crank these up for print output or is it just a matter of setting up the proper render resolution and quality?

-Pete

leigh
11-29-2004, 04:09 PM
The texture resolution should at least match the resolution that it will be showed at in the final render. So if, for example, a section of a texture is going to fill that entire render of 1500 x 2100 pixels, then you need to ensure that the texture is large enough to ensure that the particular part of the texture filling that space in the render is going to be equal, if not higher, to that size.

NitroLiq
11-29-2004, 05:15 PM
Thanks for that. Since I'm planning on splitting renders into tiles and rebuilding in photoshop, I think I'll render a few flat-shaded versions and make some measurement notes of the various sections before texturing and work from there.

leigh
11-29-2004, 05:51 PM
That's a good idea. Ideally, textures should be as large as you can make them - this ensures crisp, unpixellated details, even when viewed up close. Essentially, the textures should never be viewed/rendered at a distance that zooms into the texture, if you know what I mean.

soulburn3d
11-29-2004, 06:25 PM
I tend to paint textures at 2 times the final screen resolution (as in, if the object will take up the full screen, the texture should be twice as large as the screen resolution). I do this mainly because it gives you some leeway if the object ends up getting closer to camera then you expect, and also you can always make low res textures from the higher res one, for example, keep your psd or whatever at 2 times the size, but the actual texture being used in 3d you can size down to the correct size to save on texture memory, but you always have a more detailed backup texture.

- Neil

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