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Max's internal handling of texture bitmaps

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  • Max's internal handling of texture bitmaps

    Does anyone know how Max handles texture bitmaps internally with regard to compression? ie., does saving maps as jpegs actually reduce Max's interal memory requirements or are all bitmaps handled as raw, uncompressed data by Max? Along these same lines, does saving bump maps and other 8-bit maps as a greyscale image actually reduce Max's memory usage?

    EDIT: Oh yea - one more, is Max's Bitmap Pager Statistics dialog suppose to update in real-time during a rendering? Regardless to what I set the pager at, it always shows the same info after a rendering - all maps as non-paged.

  • #2
    For the bitmap pager, i can't tell, as the last time i've been using it must be decades ago

    But for bitmaps in general, compression only saves disk space. As soon as they are loaded by max, they sum up the memory added up by resolution, bitdepth and filter table.
    In other words, memory wise it does not make a difference, if it is a highly compressed 24bit jpeg or a uncompressed 24 bit tga, but it makes a difference, if you use a grayscale bitmap for bump once saved as 8bit gray or 32bit with alpha...

    Best regards,
    Michael
    This signature is only a temporary solution

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    • #3
      thanks, thats what I expected.

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