JACK TOMALIN APPRECIATION SOCIETY [JAS III]

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  • Daz Jack TomalinDaz Jack Tomalin Posts: 13,495
    edited December 1969

    I have to admit, I've never used Lightwave, so I know very little about it. Interesting that it was done in post though, it gives such a striking effect it's hard to imagine it as more than one image! Since I'm making heavy use of the set lately, I really want to get the best out of it so there's a lot of tinkering with the materials to fine tune it for Reality. I'm getting a RAM upgrade tomorrow which should help me a lot with larger sets. My poor PC has been struggling to keep up lately :p

    Ah yea - to be fair to your PC, Sacrament is one of the 'heaviest' sets I have done.. so no wonder you're struggling with it. More RAM will certainly help :)

  • kyoto kidkyoto kid Posts: 41,244
    edited December 1969

    ...heavier than BG?

  • Daz Jack TomalinDaz Jack Tomalin Posts: 13,495
    edited December 1969

    Possibly, yea.. I can't recall exactly the poly count on that. Good question though!

  • kyoto kidkyoto kid Posts: 41,244
    edited December 1969

    ..well I was able to render a scene with the complete Sacrament and the Mortis texture.

    I could only render a scene with a few parts of BG, as loading the entire set crashed the app (3.1A). However, while working on the Leela and Meggan Grande Harpsichord scene I posted a while back, I discovered that the lamp crystals and floor had high reflectivity settings which was most likely sending memory use through the roof.

  • Daz Jack TomalinDaz Jack Tomalin Posts: 13,495
    edited December 1969

    Kyoto Kid said:
    ..well I was able to render a scene with the complete Sacrament and the Mortis texture.

    I could only render a scene with a few parts of BG, as loading the entire set crashed the app (3.1A). However, while working on the Leela and Meggan Grande Harpsichord scene I posted a while back, I discovered that the lamp crystals and floor had high reflectivity settings which was most likely sending memory use through the roof.

    Ah yea, there is that.. you're right :)

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Kyoto Kid said:
    ..well I was able to render a scene with the complete Sacrament and the Mortis texture.

    I could only render a scene with a few parts of BG, as loading the entire set crashed the app (3.1A). However, while working on the Leela and Meggan Grande Harpsichord scene I posted a while back, I discovered that the lamp crystals and floor had high reflectivity settings which was most likely sending memory use through the roof.

    Out of interest, which renderer were you using? The built in 3Delight render engine seems to have a lesser overhead than the Reality one, which might be a contributing factor for why it seems slower on my machine.

    I won't even mention SmallLuxGPU... that one has such heavy memory abuse that Reality automatically enables texture rescaling whenever it's selected!

  • SzarkSzark Posts: 10,634
    edited December 1969

    Daz Studio has the tool needed to let you know how many polys a model has...it is called the "Scene Info Pane" It can give on the total amount in the scene and the poly count for a selected item. But this is only part of the equation big textures is the other and so much more RAM hungry than the geometry when they are 4000 sq.

  • BagletBaglet Posts: 0
    edited December 1969

    Szark said:
    Daz Studio has the tool needed to let you know how many polys a model has...it is called the "Scene Info Pane" It can give on the total amount in the scene and the poly count for a selected item. But this is only part of the equation big textures is the other and so much more RAM hungry than the geometry when they are 4000 sq.

    A very useful point.

    I've often seen people getting really wound up about number of polys and totally forgetting that textures also take up memory. You get used to this with Vue as it falls in a heap and sobs with too many big textures.

  • Daz Jack TomalinDaz Jack Tomalin Posts: 13,495
    edited December 1969

    And sadly I'm guilty of that ;)

  • KickAir 8PKickAir 8P Posts: 1,865
    edited December 2012

    And sadly I'm guilty of that ;)

    Good! I can reduce the resolution on textures if I need to -- if something's sold with just low-res textures that's a lot harder to fix. Although for convenience sake (and when I'm working on a deadline time-saving convenience isn't optional) I'd prefer scenery products to come with both high-res and low-res textures, I realize that's not usually feasible.
    Post edited by KickAir 8P on
  • SzarkSzark Posts: 10,634
    edited December 2012

    I have voiced this before regarding low and high mat presets. Now I may be talking out of turn here but I would have thought providing two presets like this wouldn't take much more work for the vendor but I will defer to Jack on this and see what Jack says about how much extra work it would take. Batch processing making all the textures a reduced resolution in one hit would be the easiest option. I wonder if we the customer can find a piece of software that can do batch processing for texture resizing like Photoshop CS can do http://photoshop-tutorials.wonderhowto.com/how-to/batch-resize-photo-photoshop-320966/ or GIMP which I haven't tested in 2.8 http://registry.gimp.org/node/21834. My PSE 6 doesn't.

    Post edited by Szark on
  • M F MM F M Posts: 1,388
    edited December 1969

    For batch processing, ImageMagick is another very powerful command-line based alternative (too powerful, some might say ;-)... but definitely just the thing for setting up a little batch file with )... irfanView also has a quick convenient batch processor as well (especially for "simple" things like just resizing+renaming multiple directories full of photos or textures).

  • BagletBaglet Posts: 0
    edited December 1969

    I use my trusty old Paint Shop Pro 8 to downsize images for Vue. The program does auto-downsizing but I prefer to do it myself so I don't lose detail. To semi-automate it I made two scripts, one for 30% and the other for 50% downsize. As obj export collects all the maps in a folder it's easy to do. It's worth doing for sets and now I'm doing it for decimated figures that I can use and reuse in the background.

  • kyoto kidkyoto kid Posts: 41,244
    edited December 1969

    Kyoto Kid said:
    ..well I was able to render a scene with the complete Sacrament and the Mortis texture.

    I could only render a scene with a few parts of BG, as loading the entire set crashed the app (3.1A). However, while working on the Leela and Meggan Grande Harpsichord scene I posted a while back, I discovered that the lamp crystals and floor had high reflectivity settings which was most likely sending memory use through the roof.

    Out of interest, which renderer were you using? The built in 3Delight render engine seems to have a lesser overhead than the Reality one, which might be a contributing factor for why it seems slower on my machine.

    I won't even mention SmallLuxGPU... that one has such heavy memory abuse that Reality automatically enables texture rescaling whenever it's selected!
    ...as I'm still in 32 bit, I am using the built in 3Delight. No way will Reality/Lux work on my system.

  • Daz Jack TomalinDaz Jack Tomalin Posts: 13,495
    edited December 2012

    Szark said:
    I have voiced this before regarding low and high mat presets. Now I may be talking out of turn here but I would have thought providing two presets like this wouldn't take much more work for the vendor but I will defer to Jack on this and see what Jack says about how much extra work it would take. Batch processing making all the textures a reduced resolution in one hit would be the easiest option. I wonder if we the customer can find a piece of software that can do batch processing for texture resizing like Photoshop CS can do http://photoshop-tutorials.wonderhowto.com/how-to/batch-resize-photo-photoshop-320966/ or GIMP which I haven't tested in 2.8 http://registry.gimp.org/node/21834. My PSE 6 doesn't.

    Interesting idea.

    I can't say for definite, but I dont recall, at least, being asked to provide low-res textures with all of my products. As a result I can't say I've really considered it. If someone has though, I apologise in advance for my senility.

    In theory, it's a few hours work. But it's where do you draw the line. Do you create 3/4 size? 1/2 size? 1/4? All of them? Do you then create a set of low-resolution cr2's, or just material files? or both? You'd then have to do the same for both Poser and DS. It's certainly do-able, but I'm not sure whether it would be worth it.

    I could be totally wrong - and that is where people need to get in touch... and sufficient amounts of people too. Sadly if there's just a couple of people it does make it difficult to justify the time (as well as the increased download size).

    It's an interesting topic though, and I'm happy to discuss it further :)

    Post edited by Daz Jack Tomalin on
  • kyoto kidkyoto kid Posts: 41,244
    edited December 1969

    ....I have no issue with adjusting the texture map sizes myself in PSP. Done it enough that it has become pretty routine.


    Of course sometime next week (fingers crossed) I should finally be able to say goodbye to memory and OpenGL issues.


    ...been a "one piece at a time" affair.

  • KeryaKerya Posts: 10,943
    edited December 1969

    Kingdom of Marrakesh 2012!!!!!!!!!!!!!!!!!!!
    http://www.daz3d.com/shop/kingdom-of-marrakesh-1

  • Daz Jack TomalinDaz Jack Tomalin Posts: 13,495
    edited December 1969

    I hope and pray the coupons work right first time, this time around!

  • M F MM F M Posts: 1,388
    edited December 2012

    We'll see... >:-)

    EDIT: ... aaaaand yep, there was a $16 discount in there somewhere - thanks Jack! (^_^)/

    Post edited by M F M on
  • Daz Jack TomalinDaz Jack Tomalin Posts: 13,495
    edited December 1969

    That's a good start, off the top of your head, can you recall if you purchased just the original? or part of the Marrakesh Bundle?

  • scorpioscorpio Posts: 8,479
    edited December 1969

    It work for me as well, I had just the original.

  • Daz Jack TomalinDaz Jack Tomalin Posts: 13,495
    edited December 1969

    It work for me as well, I had just the original.

    Glad to hear that, thanks :)

    If the bundle discount works too, we'll chalk that down to a success then!

  • KeryaKerya Posts: 10,943
    edited December 1969

    Worked for me too - but I didn't have the Marrakesh bundle ...

  • Daz Jack TomalinDaz Jack Tomalin Posts: 13,495
    edited December 1969

    Kyoto Kid said:
    .Of course sometime next week (fingers crossed) I should finally be able to say goodbye to memory and OpenGL issues.

    Fingers crossed!

  • M F MM F M Posts: 1,388
    edited December 1969

    That's a good start, off the top of your head, can you recall if you purchased just the original? or part of the Marrakesh Bundle?

    I had the Marrakesh Anniversary Bundle. (^_^)d.
  • BagletBaglet Posts: 0
    edited December 1969

    Kyoto Kid said:
    ....I have no issue with adjusting the texture map sizes myself in PSP. Done it enough that it has become pretty routine.


    Of course sometime next week (fingers crossed) I should finally be able to say goodbye to memory and OpenGL issues.


    ...been a "one piece at a time" affair.

    Same here with PSP. I only need the downsized maps for Vue so that it doesn't go cry in a corner and refuse to play any more. It's not a memory issue that can be solved by getting more, it just doesn't like big textures. Maybe it's the memory allocation - how much it gives to each object and texture which is an internal coding problem.

    Enjoy all that memory. It makes a huge difference - especially running several things at once.

  • Daz Jack TomalinDaz Jack Tomalin Posts: 13,495
    edited December 1969

    M F M said:
    That's a good start, off the top of your head, can you recall if you purchased just the original? or part of the Marrakesh Bundle?

    I had the Marrakesh Anniversary Bundle. (^_^)d.

    Ah, that's excellent news :)

  • SzarkSzark Posts: 10,634
    edited December 1969

    Szark said:
    I have voiced this before regarding low and high mat presets. Now I may be talking out of turn here but I would have thought providing two presets like this wouldn't take much more work for the vendor but I will defer to Jack on this and see what Jack says about how much extra work it would take. Batch processing making all the textures a reduced resolution in one hit would be the easiest option. I wonder if we the customer can find a piece of software that can do batch processing for texture resizing like Photoshop CS can do http://photoshop-tutorials.wonderhowto.com/how-to/batch-resize-photo-photoshop-320966/ or GIMP which I haven't tested in 2.8 http://registry.gimp.org/node/21834. My PSE 6 doesn't.

    Interesting idea.

    I can't say for definite, but I dont recall, at least, being asked to provide low-res textures with all of my products. As a result I can't say I've really considered it. If someone has though, I apologise in advance for my senility.

    In theory, it's a few hours work. But it's where do you draw the line. Do you create 3/4 size? 1/2 size? 1/4? All of them? Do you then create a set of low-resolution cr2's, or just material files? or both? You'd then have to do the same for both Poser and DS. It's certainly do-able, but I'm not sure whether it would be worth it.

    I could be totally wrong - and that is where people need to get in touch... and sufficient amounts of people too. Sadly if there's just a couple of people it does make it difficult to justify the time (as well as the increased download size).

    It's an interesting topic though, and I'm happy to discuss it further :)I have never mentioned this here in the Jas thread but I have mentioned is elsewhere and in the old forums but never directed to anyone, just in general passing so to speak.

    Since posting that and looking in to batch processing I would like to retract the above said statement as it is now so simple to do and to make you own low res preset that I don't and can't ask an overworked vendor to spend more time just for the few who would beneift from it. Yes some props don't have many texture maps which is easy to do one at a time but I have sets with a large number of high res maps hence the batch processing.

    This also taught me to search before opening my gob. Irfanview I have and use on a daily basis and had no idea it could do Batches. Now I do thanks MFM

  • Daz Jack TomalinDaz Jack Tomalin Posts: 13,495
    edited December 1969

    Well, glad to hear you've learnt how to do it.

    I'm open to the idea - but like I said, there would have to be a decent amount of demand. To date, I haven't had any.. so if it's something you would like to see, get in touch :)

  • BagletBaglet Posts: 0
    edited December 1969

    Making low-res textures and then special MAT files to apply them is a huge amount of work. Most people seem happy with doing their own reductions at present.

    A small render from within GiS Sigma looking out at other parts of the system through the windows and in reflections. I called it "A Tour of the Base". The figures really ought to be a bit smaller scale which would make the structure even more immense and impressive. Bet she'll cut their funding anyway.

    BaseTour.jpg
    829 x 467 - 193K
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