Fermion Race Car and ugly texturing

Alien AlloyAlien Alloy Posts: 182
edited May 2023 in New Users

Greetings.

I come to you with a brainer today:
I've been messing about the with the Fermion Racing Car for a render (obviously) and I did notice that the texture on the car is, bad.
I've attached a couple of tests of a completely empty scene and default render parameters to show you.

No matter what texture I use, the result is what you see.
The weird part is that in photoshop the texture itself, a 4096x4096, looks clean and without any sort of artifact or compression crap. It is actually a .PNG file.

No matter what I tried, nothing changes those ugly things.
I tried to completely reduce to 0.0% any value in the surface and leave only the diffuse to 100%, nothing changes. All the nodes works as they should be (reflection, glossy, etc).

Could it be that it is produced by the model itself for some reason? Any idea on how to fix this?
It's the first time I do encounter such a problem and in the promo renders, nothing of the sort shows up, not in the slightest.

 

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Addendum.

Just out of curiosity I tried something. I've upscaled using Topax Gigapixel the 4000x4000 texture, just out of an idea. Since it looked compressed, maybe ... and guess what ... now that I've turned the texture to 16000x16000 it looks clean ... I am not sure this is what should be done to fix the issue, am I right?

Test01.jpg
1500 x 1500 - 810K
Test03.jpg
1500 x 1500 - 813K
Post edited by Alien Alloy on

Comments

  • GordigGordig Posts: 10,047

    Maybe check your texture compression in DS? It doesn't look like any kind of UV issue, and if you say the file looks fine in Photoshop, that's the only suggestion I can offer.

  • Alien AlloyAlien Alloy Posts: 182

    Gordig said:

    Maybe check your texture compression in DS? It doesn't look like any kind of UV issue, and if you say the file looks fine in Photoshop, that's the only suggestion I can offer.

    Aha!
    That was the darn culprit.

    What parameters do you suggest in there? Clearly not the 512/1024 suggested by the system.

    I ran a 3090, I don't know if the beefy onboard memory will help or not in this case?

  • GordigGordig Posts: 10,047

    I don't adjust it that often myself, but you could try doubling the values until you get the results you want. Or you could just crank them to 9999999 so that nothing is ever compressed.

  • Alien AlloyAlien Alloy Posts: 182

    Gordig said:

    I don't adjust it that often myself, but you could try doubling the values until you get the results you want. Or you could just crank them to 9999999 so that nothing is ever compressed.

    Mmh it seems that unless I set the medium value to 4096 (the size of the texture of the car) it won't make it look crips.

    It does eat up 200 more megs of vram on the car alone, so I will have to check on the complete scene what it does.
    Curios tho. I never experience such "drastic" image quality impact before in any of previous models. I might need to keep an eye on those two values and pehapse keep them between 4096 and ... dunno, double that?

  • PerttiAPerttiA Posts: 10,024

    Alien Alloy said:
    Curios tho. I never experience such "drastic" image quality impact before in any of previous models. 

    For some reason, red is a color that has often problems with compression. I found it out some 25 years ago in video editing.

  • Alien AlloyAlien Alloy Posts: 182

    PerttiA said:

    Alien Alloy said:
    Curios tho. I never experience such "drastic" image quality impact before in any of previous models. 

    For some reason, red is a color that has often problems with compression. I found it out some 25 years ago in video editing.

    One learns something every single day!

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