Largest Texture Size for Daz Studio??

ashen_wraithashen_wraith Posts: 0
edited December 1969 in Daz Studio Discussion

Hi,

I want to create higher res textures--what are the limitations currently in DS--are there any plans to increase it?

I know Carrara 8.5P supports something like 16kx16k but I assume it probably has a tilemap caching/LoD system that DS doesn't.

Comments

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

    As far as I'm aware there are no real texture size limitations, it's purely based on your system RAM. There is, however, little reason to use such extreme resolutions in DS unless you're also rendering in extreme resolutions.

    The maximum image DS can output is 10k pixels square, so any texture larger than 5k will go largely unnoticed unless you're zoomed in really close. Render engines naturally interpolate between pixels, throwing away detail from the textures and blending it with its nearest neighbours. This is true regardless of whether you use Luxrender, Octane, Firefly or 3Delight.

    Most figure textures already use 4k resolution images for skin which gives you plenty of scope for close up detail while at the same time being small enough to fit snugly into memory.

  • ashen_wraithashen_wraith Posts: 0
    edited December 1969

    As far as I'm aware there are no real texture size limitations, it's purely based on your system RAM. There is, however, little reason to use such extreme resolutions in DS unless you're also rendering in extreme resolutions.

    The maximum image DS can output is 10k pixels square, so any texture larger than 5k will go largely unnoticed unless you're zoomed in really close. Render engines naturally interpolate between pixels, throwing away detail from the textures and blending it with its nearest neighbours. This is true regardless of whether you use Luxrender, Octane, Firefly or 3Delight.

    Most figure textures already use 4k resolution images for skin which gives you plenty of scope for close up detail while at the same time being small enough to fit snugly into memory.

    Sorry, but this isn't true.

    Textures stretched over geometry always lose detail compared to the original source and even the HD texture set for V6 and M6 leave plenty of room for improvement.

    The only question is what are DS's limitations versus Carrara?

  • ben98120000ben98120000 Posts: 469
    edited December 1969

    Go to Edit - Preferences. In Interface menu theres OpenGL settings with Current Hardware Features button. Click on it to get info about maximum texture size. But it looks like that max size is just connected with viewport preview and hardware renders, as stated:

    "Maximum Texture Size:
    This is the maximum size for texture images stored on the card. Maps that are larger than this must be resampled down to be applied in the interactive view and hardware renders. A larger number means that texture, transparency, and shadow detail will be better in the interactive view and hardware renders."

  • BejaymacBejaymac Posts: 1,897
    edited December 1969

    ben that's for the OpenGL render engine and the viewport which use hardware rendering and as such are restricted by the limits of your GPU.

    I've used 16K JPG in DS3 in the past so I would assume that DS4 can do the same, but if your using 3Delight then there is little point in ramping up the resolution, it doesn't use your textures, instead they get converted into a .TDL format, which is a mipmapped TIF format, and it treats those mipmaps in the same way as a game engine, the further from the camera the surface is then the further down the mip level it uses. As a result that figure you think is using a 4kx4k texture is probably using the 2kx2k mip.

  • ben98120000ben98120000 Posts: 469
    edited July 2014

    Yeah, I thought so. Thx for the info.;-)

    Post edited by ben98120000 on
  • ashen_wraithashen_wraith Posts: 0
    edited December 1969

    Bejaymac said:
    ben that's for the OpenGL render engine and the viewport which use hardware rendering and as such are restricted by the limits of your GPU.

    I've used 16K JPG in DS3 in the past so I would assume that DS4 can do the same, but if your using 3Delight then there is little point in ramping up the resolution, it doesn't use your textures, instead they get converted into a .TDL format, which is a mipmapped TIF format, and it treats those mipmaps in the same way as a game engine, the further from the camera the surface is then the further down the mip level it uses. As a result that figure you think is using a 4kx4k texture is probably using the 2kx2k mip.

    Well there should be a way to alter the mip-level or turn them off just like any real-time engine in the shadermixer?

    After searching found this but haven't tried it yet: http://www.daz3d.com/forums/discussion/42902/

    Looks like it may just be turning bilinear filtering off.

Sign In or Register to comment.