Extreme High res textures
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Hi everyone.....extreme high res textures i.e. 6000x6000 or even higher resolution sky rocket the sketchup file size....then what is the point of downloading them?? I mean...everytime we have to resize them so that the file remains stable...I read a case on this forum when one of the users file size was 200 mb or something...the moment he/she removed the textures it was back to 8 or 9 mb if i'm not wrong....what is the use of highres textures and is there a facility in vray 1.05.30 to automatically use use high res textures without making the file unstable??
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It really depends on the scene.
Some times you need high res textures if you have a close up shot. But then you only need high res textures for the objects close to the camera. The further away an object is from the camera the smaller you can make the texture.
Another reason for large textures is to avoid repeating patterns in a texture - you then often need a texture covering a much larger area.
But I never load any textures into SU that are larger than 1024px. I try to keep them at about 512px. That is to keep SU's performance at an acceptable level, and also the SU file.
There is a trick though:
If you have a large res texture you want to use, make a copy and resize it down to 512px or something small-ish like that. Use that as the texture in SU - that will be the main diffuse layer in VfSU.
Then, with VfSU's material editor, set the transparency map for the low res diffure to white AColor map. (Important to use the AColor map.) That will make that layer invisible when you render with V-Ray.
Then you add a second diffuse layer underneath, and this time you link to the high res.
The result is that SU will use the low res as a preview for you - and let you UV map in SU. SU will not be aware of the high res texture, so it keeps the SU performanse. But when you render, VfSU will use the highres version. -
Good tip Thomthom! I learn something new everyday.
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@thomthom said:
It really depends on the scene.
Some times you need high res textures if you have a close up shot. But then you only need high res textures for the objects close to the camera. The further away an object is from the camera the smaller you can make the texture.
Another reason for large textures is to avoid repeating patterns in a texture - you then often need a texture covering a much larger area.
But I never load any textures into SU that are larger than 1024px. I try to keep them at about 512px. That is to keep SU's performance at an acceptable level, and also the SU file.
there we go....so is there any point that companies such as arroway are making huge textures...files as huge as 26 mb!!! that kill the perfomance of models??
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Other modelling packages usually doesn't embed the textures in the model file itself - but instead refer to where the textures are saved on the disk. They also make an internal low res copy in the viewport. High res textures are used by the render application, but not by the modelling application. If that makes sense?
Have another look at what I described in my tip; I use a low res copy for SU, but make V-Ray use the high res version. That way I get high quality output when I render, but still high performance in SU.
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Arjun, you also have to think of an .skp file as a sort of .zip file. If you open that .skp on another computer, all the textures come zipped up in the .skp file. If I, on the other hand, would open a .max file from 3ds Max that was made on another computer, then I need to tell max where the texture files for that model are located as .max files don't carry textures internally. The size of a .skp file will always reflect those texture images that are contained within it.
This is why it's so important to purge your SU models frequently to remove textures that may have been applied, but then replaced. I use a lot of high res 2D plant components in my models, so my model size is frequently 60-100MB. I keep my models running quickly by constantly purging, doing layer management and keeping shadows turned off.
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@thomthom said:
But when you render, VfSU will use the highres version.
so...will the render time increase or it will remain unaffected??
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@earthmover said:
so my model size is frequently 60-100MB. I keep my models running quickly by constantly purging, doing layer management and keeping shadows turned off.
60-100 mb???!!!! eeee!!! my highest till date is 28 mb.. lot of contours and trees.. the sketchup started to cry inspite of hidden geometry, layer management and groups and components what's your pc config??
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@arjunmax09 said:
@thomthom said:
But when you render, VfSU will use the highres version.
so...will the render time increase or it will remain unaffected??
Higher res texture will increase render times. But in my experience not the biggest factor.
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@arjunmax09 said:
@earthmover said:
so my model size is frequently 60-100MB. I keep my models running quickly by constantly purging, doing layer management and keeping shadows turned off.
60-100 mb???!!!! eeee!!! my highest till date is 28 mb.. lot of contours and trees.. the sketchup started to cry inspite of hidden geometry, layer management and groups and components what's your pc config??
Got a number of 100-200+ models at work. but they are usually due to large textures or scene watermarks.
Earlier I used to embed high res textures in my models, now I use the linking trick I described earlier. Keeps the model more responsive, saves disk space, increases the save/load speed of the model.
But I do find that my co-workers often use a 10megapixel photo as a texture, but only utilising small portion of the actual photo. I cringe every time I see that.It's worth noting that a model of 10-20MB can be much slower than a 100MB model. The reason is that the file size is not a direct reflection of the amount of geometry - which is the biggest slow down factor. If you have a model with lots of components that can have smaller file size but more geometry than a model using less components.
The most accurate indication of the size of a model - in terms of complexity and how performance hungry - is the model statistic. Number of edges, faces, groups and components.
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