arrowhead42 opened this issue on Jun 10, 2007 · 11 posts
jonthecelt posted Mon, 11 June 2007 at 4:33 AM
For the record, it also does'nt mater what size the actual image file is, so long as the info is in the right place, relatively speaking. This is why it's possible to use a texture map of various sizes (1024x1024 or 4096x4096, for example) on the same object. Tihs makes thignsa useful if you're beginnig to ride the memory hard on your computer - you can put lower-res version of textures on objects which are further away from the camera. By doing this, you're using fewer of the computer's resources, and thus allowing it to do more.
Ok, so that sounded a little garbled, so here's an example. Let's say you have a crowd scene in Poser - 10+ models. Plus a bckground building, and maybe a few other props. They're all at different distance to the camera.Now, if all of these objects were high-poly, high-res textured, then most average level computers would choke on the render. BUT, there are ways to ease this choke point. You could use lower-poly models for the charactres further away (such as Dork and Posette, or the RR figures by DAZ) - fewer polys to calculate mens less memory used. Or, you can use smaller texture files - a 1024x1024 texture can be lodaed into memory and used in a 1/16th of the time that a 4096x4096 texture can! So all these things can reduce your overheads, making render times that littel bit smaller and easier to manage.
Incidentally, this is what computer games do on the fly - swap out low-res textures and models from the distance into higher res version as they get closer to the camera/player. This allows the game to show you as much of the game world as possible, without eating up too many resources as it does it.
JonTheCelt