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Old 01-09-2013, 01:42 AM   #1
3D Generalist/VFX Artist
Join Date: Sep 2010
Posts: 159
Giant texture file lagging the Hypershade

I have 5 texture maps at 8192x8192
.iff format saved from Photoshop CS6
Through an mib_colour_mix node, using mia_material_x shaders.
(For weight maps and bump maps on a detailed landscape.)
This size is necessary for the quality of the project, hell I'd like to double it but I'm wise enough not to.

If I change any single attribute on any fractal on the shaders, the weight map causes a 60 second delay before I can continue, so quite impossible to work with..

I have found the solution of disconnecting the weight maps and replacing them with 2048x2048 versions for development and testing the basic shaders, but it's such a pain.. especially since there's a 120 second freeze every time I disconnect or reconnect each one to switch them over, it's ridiculous..

Does anyone know any way around this? Perhaps a way it can only bother to read those files for rendering, and not pointlessly assess them every time I tweak an irrelevant setting on anything remotely connected to them? Lol, thanks =)

Last edited by dudeman38 : 01-09-2013 at 01:47 AM.
Old 01-09-2013, 02:41 AM   #2
gmask's Avatar
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Topanga, USA
Join Date: Oct 2002
Posts: 6,937
renderThumbnailUpdate false
blah blah blah
Old 01-09-2013, 02:59 AM   #3
3D Generalist/VFX Artist
Join Date: Sep 2010
Posts: 159
Thanks gmask!!! Wasn't sure what to do with it, but for the reference of anyone else searching for this problem, that code just goes in the MEL box at the bottom of the interface, hit enter and you're done =)
Old 01-09-2013, 02:59 AM   #4
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