Hi guys.
Just wanted to share the news about new GarageFarm.NET's optimizing guide for 3ds Max and Vray.
This is a second guide from the series. This part is focused on optimizing Textures, and talks about the textures theory, like channels, resolution, bit depth, compression, where the texture's size comes from ( and how to calculate it ), and others.
You can also find there a few tricks for finding your textures resolution and testing the influence of your maps on the RAM usage. Link: https://garagefarm.net/guide-renderi...cenes-3ds-max/
The next part will be focused on practical usage of the theory above.
If you missed the first part of this series, here is a link to guide about optimizing geometry: https://garagefarm.net/speed-up-your...rs-in-3ds-max/
I hope this guide will help you to obtain shorter render times and RAM usage, especially on cloud render farms ( faster rendering = lower cost ).
Please, feel free to comment or ask about anything related to the guide in the comments
Just wanted to share the news about new GarageFarm.NET's optimizing guide for 3ds Max and Vray.
This is a second guide from the series. This part is focused on optimizing Textures, and talks about the textures theory, like channels, resolution, bit depth, compression, where the texture's size comes from ( and how to calculate it ), and others.
You can also find there a few tricks for finding your textures resolution and testing the influence of your maps on the RAM usage. Link: https://garagefarm.net/guide-renderi...cenes-3ds-max/
The next part will be focused on practical usage of the theory above.
If you missed the first part of this series, here is a link to guide about optimizing geometry: https://garagefarm.net/speed-up-your...rs-in-3ds-max/
I hope this guide will help you to obtain shorter render times and RAM usage, especially on cloud render farms ( faster rendering = lower cost ).
Please, feel free to comment or ask about anything related to the guide in the comments