Mon, Nov 25, 10:06 AM CST

Renderosity Forums / Vue



Welcome to the Vue Forum

Forum Moderators: wheatpenny, TheBryster

Vue F.A.Q (Last Updated: 2024 Nov 21 4:12 am)



Subject: Vue 5 inf trial questions


Flak ( ) posted Sat, 22 October 2005 at 7:19 AM · edited Mon, 25 November 2024 at 10:04 AM

Hi again to whoever may read this.

Recently I've been playing with importing models into the V5i demo/trial.

On one object that imported ok, I tried putting a pretty big texture on it - about 5200 pixels by 1500 - and v5i-demo crashed soon after I'd done this... so... does V5i (or maybe just the demo) have known issues about handling image based textures that are larger than (say) 4000 pixels (or is the image size that it can handle related to some other setting in it)??

The other thing I've been noticing is that simply importing .objs into v5i-demo seems to create a concerning number of crashes while those same models will import happily into bryce/poser/DS/anything else I can find. Now its possible that the demo doesn't have any or all of the patches that the full version of V5i has received, so is this also something that may have been fixed in patches since v5i's release?

Message edited on: 10/22/2005 07:20

Dreams are just nightmares on prozac...
Digital WasteLanD


Elminster_ZK ( ) posted Sat, 22 October 2005 at 7:39 AM

Well, I do know that obj files are really troublesome in Vue, both Esprit and Infinite (the demo) - I have the latest patches, and it doesn't help. Also: The terrain cap is 4096x4096, so maybe that's the cap for image-based textures as well. ??? -Zak

"Walk down the right back alley in Sin City, and you can find anything."


Flak ( ) posted Sat, 22 October 2005 at 8:10 AM

Thanks for the response, Zak. A few programs seem to cap out at about 4000 pixels for things, so it wouldn't surprise me if thats the case here as well. Damn about the .objs :/ That could make life interesting...

Dreams are just nightmares on prozac...
Digital WasteLanD


jc ( ) posted Sat, 22 October 2005 at 2:31 PM

Have you tried keeping texture files "square power of 2" sizes? That's the standard way of handling them for most programs. Like 512X512, 1024x1024, etc.


Flak ( ) posted Sun, 23 October 2005 at 8:26 AM

I'll give that a go, though I hadn't heard of that one before - oh well, learn somehting new every day :)... 8192 pixel texture coming up

Dreams are just nightmares on prozac...
Digital WasteLanD


bruno021 ( ) posted Sun, 23 October 2005 at 4:40 PM

You shouldn't go too far with textures, huge maps and ecosystems may not work well together, memory issues guaranteed!



ren_mem ( ) posted Sun, 23 October 2005 at 5:42 PM

I was using the vue5 E demo and I brought the mil horse in that had been saved obj from D|S. It worked, only problem was setting up the relationship to the trans map in mixer. There do not appear to be export options in D|S or import in Vue. I am more suspicious of D|S needing a path option. I had this happen in carrara, as well. I had some flakiness, but no more than I have been seeing w/ vue unfortunately. Honestly for what they charge...it needs to be less buggy. Hoping if my order finally gets here...the patches will help.

No need to think outside the box....
    Just make it invisible.


Flak ( ) posted Sun, 23 October 2005 at 11:58 PM

bruno021 - yeah., I don't normally use textures much bigger than about 3000 pixels in general and was just playing about with texturing a rather tall wall structure (and being lazy with how I textured it), but its always good to know about the limitations before running headlong into them. The only problem I've had with eco-systems was when I think (it was about an hour after I'd installed the demo) I accidentally applied an ecosystem material to an object that was part of another ecosystem (an ecosystem of ecosystems sort of thing)... the PC went very quiet and V5i demo stopped responding... not too surprising lol

Dreams are just nightmares on prozac...
Digital WasteLanD


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.