#Map Sizes?
3 messages in this thread
Brian
When rendering to hardcopy i usually just use my stock WCT background
maps and normal texture maps that are usually .9 to 1.2 mb or smaller files! so
far all I've had to render is relatiely small hard copy at a threshold dpi!
What happens when you generate really BIG files to go out to a film recorder
and C prints?
Do maps degenerate into aliased nightmares? Is there any reference to
follow to help me understand this and what steps I need to take when rendering
large output files? Thanks, Gary
Gary,
You are correct that when you are generating a very large rendering ( i.e.
4kx4k and up) sometimes using a background that did not start out at a high
resolution can show up with less detail. I don't think you would usually see
the jagginess or pixelation, though, because 3DS will resize the texture map.
There are sources for ultra-high resolution texture maps and backgrounds.
Perhaps some of the forum members can point you towards some available
libraries.
-Brian
Actually,
Let me correct myself.
When the texture map is scaled up, it will add additional pixels, however a
single pixel of color may now take up 4 or 8 pixels worth of space. So it is
possible you will see an image that appears "pixelated" or "jaggy" when you
rescale a low resolution image to a high resolution.
You best bet is to always use a high resolution bitmap that was originally
created at the high resolution.
-Brian