I have a VRayBitMap loading an 8k .tx file with a solid alpha.
I have another VRayBitmap loading another 8k.tx file sequence which has a smaller element with an alpha (premultiplied)-- think like an animated logo to be comped onto a package.
I have these going to a VRayCompTex set to the premultiplied composite (blend) operation.
First: Does this usage force a loading of the full res .tx 8k for either or both of the loaders (rather than only the used tiles/MIP levels)?
Second: I found that this method caused a slight black halo around the FG texture, as though the alpha and RGB were not being sampled the same somehow. Note this halo IS not because I chose the wrong composite (straight vs. premult) method. It is MUCH more subtle than the black halo you would get from that.
Third: I had occasional issues where the FG image being comped did not render, only the original base map rendered, without the second texture comped on top. The nodes were not out of memory (though perhaps the tile cache was full, since it was at its default).
I switched the textures back over to non-tiled images (TGA in this case, since they are 8bit). This fixed all the issues.
Is this alpha comping imperfection to be expected when using tiled formats, given how the MIP maps work? I feel like I might have had this issue before. Normally, I would do this comping beforehand and use a single texture, but we had multiple maps, and each one was taking ~70GB on disk as an animation (they have noise). When doing it with the two layers I only have to store the animation of the FG layer, which is much smaller than the entire image, and makes the files literally 50x smaller.
I cannot show any of this publicly.
Thoughts? Thanks.
I have another VRayBitmap loading another 8k.tx file sequence which has a smaller element with an alpha (premultiplied)-- think like an animated logo to be comped onto a package.
I have these going to a VRayCompTex set to the premultiplied composite (blend) operation.
First: Does this usage force a loading of the full res .tx 8k for either or both of the loaders (rather than only the used tiles/MIP levels)?
Second: I found that this method caused a slight black halo around the FG texture, as though the alpha and RGB were not being sampled the same somehow. Note this halo IS not because I chose the wrong composite (straight vs. premult) method. It is MUCH more subtle than the black halo you would get from that.
Third: I had occasional issues where the FG image being comped did not render, only the original base map rendered, without the second texture comped on top. The nodes were not out of memory (though perhaps the tile cache was full, since it was at its default).
I switched the textures back over to non-tiled images (TGA in this case, since they are 8bit). This fixed all the issues.
Is this alpha comping imperfection to be expected when using tiled formats, given how the MIP maps work? I feel like I might have had this issue before. Normally, I would do this comping beforehand and use a single texture, but we had multiple maps, and each one was taking ~70GB on disk as an animation (they have noise). When doing it with the two layers I only have to store the animation of the FG layer, which is much smaller than the entire image, and makes the files literally 50x smaller.
I cannot show any of this publicly.
Thoughts? Thanks.
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