#big proj woes 300k faces
9 messages in this thread
Hi again,
I'm working on what I consider a Huge project 300,000 + faces
AND one huge texture map (7mb)
(the project is still view of about 1,500 sq miles based on DEM Data)
I've got a P90 w/ 20mb and am really hitting the wall
It has been a real bear to position the texture on the project
with 6-10 minute renders on low res / jumping to 45 minutes for a test
I'm forced to work with such a large tex map because the final product will
be blown up to five feet x two feet. The line work must remain as fine as
possible at this size.
Does anyone have any suggestings on working on large projects?
I did use a grey scale of the texture map that was only 3MB which did
help in some aspects
Thanks in advance for your ideas
Todd
The usual thing production folks do with large texture maps is that they
produce a small working version (same aspect ratio) for positioning and test
rendering. Then, when they're ready to render the final version, they swap out
the real thing for the small proxy map and crank it out.
– G
the small map idea wouldn't work.
my biggest difficulty was positioning the map.
I was only decaling a portion of the whole surface with no real referance
points
(common corners)
so most of the rendering was
position render / position render / position reindeer
thanks for the idea though.
todd
As long as the small version of the map is the same aspect ratio as the large
version, it'll work fine to use a smaller proxy version.
– G
Todd,
GaryY had some great suggestions. I have found that I can do a pretty good job
of mapping by setting the texture map as the background image, turning on the
view background feature to see a proxy of the image in the TOP view and panning
and zooming the mesh in position in relation to the background. Once it looks
right, do a surface, mapping, region fit around the perimeter of the background
proxy.
Martin,
Thanks for the answer. but like I told GaryY ,,, with no common corner
in huge mesh it was hard to position
Um…. re-reading you answer Um… I'll have to try this
of course I just handed the project over to the client an hour ago.
todd
The size of that bitmap is killing your performance. As Gary suggested, use a
smaller bitmaps until the final rener.Your face count isn't taking nearly as
much RAM as that bitmap is. Also remember that color depth does not influence
RAM requirements – you're always paying 3 bytes per pixel (so switiching to
greyscale doesn't help, but scaling it down to quarter or eighth size will save
an apreciable amount of RAM).
– Phil