Originally posted by trick
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handling *extreme* texture resolution
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but the 16 tile patch covers a small arbitrary area within the current overall earth texture
Best regards,
VladoI only act like I know everything, Rogers.
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i use global mapper for earth map jobs , also Downloaded my textures with it... took some time to finish this download xD i`m not shure how the import of your files work there position based... , but i`m shure there is a way (never did it).
You can use your files and don`t need to download anything ..also you can setup your wanted projection/ reprojection!!
With this dataset i exported a tile set of 50* 50 tiles (got 10k*5k resolution per tile- a 76m per pixel dataset) , converted them to tx files and loaded them in vraybitmap
For earth i used a plane with 2 bend modifier to get the sphere (180°, 360°). i had to prepare the correct uvw-plane mapping size (uvw fit / 50, alligned to the lower left corner)
I could render it with my machine (128gb ram)
to improve workspeed i switched between 1 small earthmap and udim large 1 ( used 2 mapchannels )
hope this helpsLast edited by Schellicon; 16-08-2022, 06:30 AM.
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Originally posted by super gnu View Post
that appears to be just a loader that works with tiled EXR... i dont see what it does that vraybitmap does not already do, unless i missed something.
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Originally posted by trick View Post
Then I don't understand why you are having a problem with huge textures, because that's what I used Infinimap (Pro) for on a machine with 16G RAM! I haven't used VRay for such jobs yet, so wouldn't exactly know how VRaybitmap compares.
I might make a grid of 9 squares, and make the center map very high resolution as a tiled EXR (or .tx if you don't need float), then make the outer 8 square lower resolution, but also big, and tiled EXR or tiles .tx files.Use a mask to blend those two.
It's a big pain in the butt, no doubt.
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Originally posted by trick View Post
Ah OK. But if you convert some tiled images into a tiled EXR with the img2tiledexr-tool, why would you need to make a 9-square-grid then?
If you can open and modify everything in PS or similar and make your tiled textures (and nothing crashes or chokes) then a single giant texture definitely works, and is likely the easiest thing to do from a manpower standpoint. If it makes things slow to work with then that's a different problem.
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in global mapper you draw an retange (or input cordinates) what to export , in what resolution and what tile setup. of cause it can`t be bigger than your base map you imported or it will be interpolated / blurry
in 3dsmax use composite map with a mask to stack everything together
all you have to do is the mapping that everything is in correct position
(you can also build the high res tiles , take the outer ones and resize them in photoshop to mix them, should work i think)
to do the tiles in photoshop is real pain and slow as hell
(the software is not free, but it`s one of the best for these cases)
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ive just seen all these replies! ive been on holiday, then neck deep in an unrelated job... thanks for all the suggestions.
i will revisit this once ive got some free time and see if something suggested here might help... most appreciated
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