Re: Lots of very high res textures

Date : Fri, 4 Jan 2008 08:50:14 +1300
To : XSI(at)Softimage.COM
From : Colin Doncaster <colin_doncaster(at)yahoo.ca>
Subject : Re: Lots of very high res textures

hey andy,

If the pyramidal textures are working correctly this should already be happening, it's really the whole point of them really.

If mental ray is handling them the way most pyramidal textures should be handled, there is header information telling the renderer how many levels and what resolution those levels are. The sample area is calculated and the correct level is sourced from disk, thus effectively ignoring the higher res levels - and MR should already be doing this adaptively.

If there is a way of explicitly setting the texture for each pyramid sample you should be able to give the pyramid a red, green and blue map for the different levels. Apply this map to your geometry and pull away from it and you should be able to visually see what level of the pyramid MR is choosing based on your sampling settings.

You'd probably end up with more problems if you break the texture up, just more disk thrashing etc.

You really should run some tests to see if the maps you created are being used correctly by MR, the renderer might be accessing the highest res texture all the time even though it should be using the different levels.

colin.

On 4/01/2008, at 8:27 AM, Andy Jones wrote:

I guess part of what I'm getting at is that I'd like to see that workflow (of down-rezing) absorbed into the pyramidal map format. I.e., I'd like to be able to have an 8K texture on disk, but tell mental ray to ignore the bottom layers to make it behave like a 2K texture (or whatever I specify). Or, better yet, MR would do that adaptively, with as little performance loss as possible.
<snip>

Oooh, wait -- I just got an idea. Maybe the 8K texture should just be tiled into separate 2K textures (or whatever size is deemed efficient -- probably it would be a user setting). There's a small amount of redundant data, but it would typically be pretty negligible, I think. You could implement this sort of thing manually, in the form of breaking your texture apart into separate textures, but really what you want is something that's encapsulated in the .map format. Otherwise, dealing with seams will always be a nightmare, and even if you get the UV's to line up, you won't be able to properly filter across them.

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