Forum: Carrara


Subject: Textured preview quality

Gwynhale opened this issue on Nov 29, 2005 ยท 13 posts


MarkBremmer posted Tue, 29 November 2005 at 8:51 PM

Obviously, 512 is not even close to the fidelity that you can get with a hi-resolution texture map. However, it's pretty good when the camera is not right up against the object with the texture. It does a great job for what it is. The textures that you can get in the Assembly room are best thought of as approximations. Most folks don't have the top-of-the-line Nvida or ATI cards in their machines and those are what allow you to see hi-fi textures real-time; it has nothing to do with the actual render engine in the Render Room. Even these cards can start lagging the refresh rate of your screen when you get a scene with plenty of textures. So, realtime super high res textures may always be on our wish list - in any 3D app. ----- Untrelated texture tid-bits: Here's some Pro-level FYI when building scenes for rendering and animation. For animated scenes such as cities that may have many objects with the same texture on it, it's smart to build a high, medium and low version of the textures. High res textures demand more processor time on render; even if they're a long ways from the camera. Hi res textures go on close-up objects with medium and low res being applied to scene objects the further they get away from the camera. For a single frame render, it's no big deal, maybe only a couple of minutes. However, for an animation sequence it can mean shaving hours off of the final render. Mark