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Great article, a lot of useful information in there!
I have a question:
V-Ray RT GPU will now aware of what kind of textures you’re using and load only channels that necessary. For example if the textures is grayscale in which R=G=B, there is no point to load all the channels. This is automatic process that doesn’t need any user interference.
Do we need to convert the textures to Grayscale mode in PS or it's enough to fully desaturate a texture which has all 3 channels? And if it's enough to fully desaturate an RGB texture, then is it enough to do this in Max with a CC map or the texture needs to be already saved desaturated on disk?
It needs to be desaturated in the file itself (CC in Max would not work).
Best,
Blago.
Thanks for the clarification. What about the type of texture? Does it need to be saved explicitly in Grayscale mode or it can be just a desaturated RGB texture?
Thanks for the clarification. What about the type of texture? Does it need to be saved explicitly in Grayscale mode or it can be just a desaturated RGB texture?
Type of texture does not matter (png, jpeg, etc, all work). As far as the channels are the same, V-Ray GPU will detect that and use memory only for the different channels. It also will detect if the alpha is one everywhere (like, opaque png) and will not allocate memory for the alpha channel.
Alex_M: It doesn't need to be saved with Grayscale mode which is very cool, as not many artists know about existence of that mode . It will just detect that it's desaturated image with exactly the same channels and load only one of them.
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