View Full Version : High resolution Maps
Cloudless 09-15-2009, 04:53 PM Hi! :buttrock: Im currently trying to paint my own textures. In order to get them looking good in the render i have to make them super high res (5000x5000). But i keep getting memory errors when i import them into max. My question is, how am i supposed to get good looking textures for my render if i cant paint them high enough to look good!? Is there something im missing here?
Thanks in advanced,
Mike
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soulburn3d
09-15-2009, 06:00 PM
5k is a pretty large texture map. What are you painting, terrain? Are you getting super close to your model?
Here's a few tips. First, ways to reduce the memory footprint of max...
http://www.neilblevins.com/cg_education/reducing_memory/reducing_memory.htm
Next, if it's a situation where you really only need a single area highres, because you're say zooming in close to one area, you may want to consider doing this...
http://www.neilblevins.com/cg_education/zoom/zoom.htm
Or if you can get away with a tiling map, this may help as well...
http://www.neilblevins.com/cg_education/tiling_trick/tiling_trick.htm
If none of these help, give us a little more info on your specific situation, and maybe we can help more.
- Neil
leigh
09-15-2009, 06:00 PM
Heh, 5k isn't exactly what I'd call super high res. That's a term for those nightmarish 16,000x16,000 textures I've occasionally had to work on in the past :argh:
Back to your problem though, how much RAM are you using? Does your software totally bail out on you, and if so, does it happen when you render, or simply when you load the textures in?
Cloudless
09-15-2009, 06:04 PM
Yea im only working with AMD anthlon 64x2 dual core 3.25gb of ram.. im making a scene where the street needs to be a custom painted material.. but theres an area where im super close to it so i have to have it highres there.. maybe ill just break it down into pieces and only have that area high res.. i guess it might be the only way with the computer im working with.:hmm:
soulburn3d
09-15-2009, 06:43 PM
Heh, 5k isn't exactly what I'd call super high res. That's a term for those nightmarish 16,000x16,000 textures I've occasionally had to work on in the past
My record was a 32k texture, although thankfully it was really wide by short, so it was only like 3k high. Prman handled it like a charm. :)
im making a scene where the street needs to be a custom painted material.. but theres an area where im super close to it so i have to have it highres there.. maybe ill just break it down into pieces and only have that area high res..i guess it might be the only way with the computer im working with.
Even with a much more powerful computer, I'd still try that technique, the larger your bitmap the more unhappy most renderers get. We have 8 and 16gigs of RAM on our systems and I'd still break it up into multiple pieces, as long as it doesn't require TOO much manual labor, being memory efficient is always a good thing.
- Neil
leigh
09-15-2009, 11:41 PM
My record was a 32k texture, although thankfully it was really wide by short, so it was only like 3k high. Prman handled it like a charm. :)
Haha, that's pretty insane. It must have been an absolute nightmare working in Photoshop, if indeed you were using Photoshop. But I agree, PRman is pretty awesome at rendering whatever the hell you throw at it.
soulburn3d
09-16-2009, 12:05 AM
Haha, that's pretty insane. It must have been an absolute nightmare working in Photoshop, if indeed you were using Photoshop. But I agree, PRman is pretty awesome at rendering whatever the hell you throw at it.
Yup, it was photoshop.
The sad bit is if I'd known at the beginning how close the camera would get, I would have broken it into several smaller maps. But it was one of those situations where the camera got a tiny bit closer, and I was told to res-up the map, so I made it slightly larger and painted more detail. Then a week later the camera got closer again, and they promised me it wasn't gonna get any closer, and we didn't have time to break up the map, so just res it up a tiny bit more, and paint more detail again. Then a week later the camera got closer again, etc.
That happens a lot in production, a model/texture looks totally ridiculous from someone seeing the end product, but they don't know the story that got it to that ridiculous state one tiny innocent change at a time :)
- Neil
musashidan
09-16-2009, 08:35 AM
My record was a 32k texture.
- Neil
Wow Neil.You must have needed to catch a bus from one end of your texture to the other:D
maybe you try the uv tile feature in mudbox...
you can brake up your texture in several pieces and paint them seamless...
and hide/undhide textures in areas you dont need to free up your gpu ram...
http://download.autodesk.com/us/mudbox/help2010/index.html?url=WS1a9193826455f5ff-4f6d1f1d11d24be3e03-ff5.htm,topicNumber=d0e13955
soulburn3d
09-16-2009, 03:13 PM
Wow Neil.You must have needed to catch a bus from one end of your texture to the other:D
Haha. Yes, lots of scrolling :)
- Neil
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