DDS/Mipmaps

pfunkyfizepfunkyfize Posts: 491

Is there a way for DAZ Studio to use DDS files for texture maps to take advantage of its space saving/Mipmap capabilities when calculating VRAM usage? Is the functionality even baked into DAZ's Iray rendering engine? I can see why game engines would use this sort of texture map for GPU processing savings but I am curious if one shot render workflows like in Studio would minimize the advantages...I would think it would work even better in Studio since we're not calculating object collisions in addition to light physics like in a regular game engine...

Thanks!

Post edited by pfunkyfize on
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