Posativ
01-04-2008, 11:48 AM
Hi,
sure, many of you know the *.dds files in games, which include a MipMap (http://en.wikipedia.org/wiki/Mipmap) to reduce texture flickering and conserve memory.
I'm using mental ray and I could find out that mental ray also supports MipMaps (and the other one: RipMaps, but this does not matter).
The mr manual says:
Texture caching is supported for the Alias Maya iff, OpenEXR (tiled images only), mental images .map and BMP image file types. In order to allow texture caching for filtered textures, the pyramid levels should to be provided by the image file. mental ray currently supports those for the OpenEXR file mipmap or ripmap pyramids and for the filtered .map images. Support for further image file formats may be added in the future versions.
Still I'm using 3ds Max I can't use Alias Maya iff, but the OpenEXR format!
On ILM's site stand:
Multiresolution images, often called "mipmaps" or "ripmaps", are commonly used as texture maps
in 3D rendering programs to accelerate filtering during texture lookup, or for operations like stereo
image matching. Tiled multiresultion images are also useful for implementing fast zooming and
panning in programs that interactively display very large images.
and
MIPMAP_LEVELS The file contains multiple versions of the image. Each successive
level is half the resolution of the previous level in both dimensions.
The lowest-resolution level contains only a single pixel. For
example, if the first level, with full resolution, contains 16×8 pixels,
then the file contains four more levels with 8×4, 4×2, 2×1, and 1×1
pixels respectively.
But nowhere is described HOW TO SAVE that!
There is some Code for c++ but I'm an artist not programmer.
Can anyone help me how to save MipMaps in OpenEXR?
Thanks in advance
sure, many of you know the *.dds files in games, which include a MipMap (http://en.wikipedia.org/wiki/Mipmap) to reduce texture flickering and conserve memory.
I'm using mental ray and I could find out that mental ray also supports MipMaps (and the other one: RipMaps, but this does not matter).
The mr manual says:
Texture caching is supported for the Alias Maya iff, OpenEXR (tiled images only), mental images .map and BMP image file types. In order to allow texture caching for filtered textures, the pyramid levels should to be provided by the image file. mental ray currently supports those for the OpenEXR file mipmap or ripmap pyramids and for the filtered .map images. Support for further image file formats may be added in the future versions.
Still I'm using 3ds Max I can't use Alias Maya iff, but the OpenEXR format!
On ILM's site stand:
Multiresolution images, often called "mipmaps" or "ripmaps", are commonly used as texture maps
in 3D rendering programs to accelerate filtering during texture lookup, or for operations like stereo
image matching. Tiled multiresultion images are also useful for implementing fast zooming and
panning in programs that interactively display very large images.
and
MIPMAP_LEVELS The file contains multiple versions of the image. Each successive
level is half the resolution of the previous level in both dimensions.
The lowest-resolution level contains only a single pixel. For
example, if the first level, with full resolution, contains 16×8 pixels,
then the file contains four more levels with 8×4, 4×2, 2×1, and 1×1
pixels respectively.
But nowhere is described HOW TO SAVE that!
There is some Code for c++ but I'm an artist not programmer.
Can anyone help me how to save MipMaps in OpenEXR?
Thanks in advance
