Forum: Poser - OFFICIAL


Subject: Strategies for Texture reduction?

operaguy opened this issue on Feb 23, 2006 ยท 52 posts


AntoniaTiger posted Fri, 24 February 2006 at 6:01 AM

A few other thoughts on file formats and stuff. Control maps, such as a transparency map, can often have a very limited variation in colours, right down to black-and-white. There's still the problem of the uncompressed version in memory, but JPEG doesn't cope well with this sort of image. I've used both GIF and PNG, but I've hit problems with how Poser 6 reads a PNG file. For greyscales, the GIF format can store as much detail as JPEG. There's P5/6 rendering options where several samples are rendered for each image pixel, in essence a more controllable version of the Poser 4 anti-aliasing option. So it may be worth having more detail in a texturemap than the pixel-count of the final image suggests. But if you're talking about uniforms -- several people using the same texture -- there's no advantage in using a smaller copy of the texture for the more distant figures. Don't forget P5/6 Materials can replace texturemaps, if the object is sensibly grouped. Mapps has a large, free, collection available here, and the Magic Skins set in the Marketplace is something I routinely use to replace texturemaps. An irritating feature of some clothing sets is that all the items are UV-mapped to use a single texturemap, which is memory-efficient if you want to use the whole set with a particular texture scheme. But if you want to mix-and-match, or you want a good resolution on a t-shirt slogan, it gets messy. But look at the Image_Map node in P5/6. You can scale and offset an image so that it only covers a part of the total UV-space.