CompuServe Thread

#big proj woes 300k faces

9 messages in this thread
#143244From: TBrunoDec 21, 1994 11:48 PM
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
#143259From: Yost GroupDec 22, 1994 1:40 AM
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
#143408From: TBrunoDec 22, 1994 6:36 PM
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
#143418From: Yost GroupDec 22, 1994 7:00 PM
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
#143504From: TBrunoDec 23, 1994 1:34 PM
thanks….i'll try it Todd
#143270From: MARTIN G FOSTERDec 22, 1994 2:23 AM
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.
#143409From: TBrunoDec 22, 1994 6:36 PM
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
#144337From: IgnacioDec 30, 1994 6:34 PM
>>I can do a pretty good job of mapping by setting the texture map as the background image, turning on the view background … << What a _simple_ and usefull trick! One of those that makes you feel you'll always be a rookie.
#143302From: Phillip MillerDec 22, 1994 10:25 AM
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